# V4 Features — Tactical Action Universe (Unreal Engine 5)

Status: V4 feature inventory  
Source: derived from `V4/V4_TODOS.md` (implementation backlog) and inspired by
the design footprint of Rainbow Six: Raven Shield, Rainbow Six (Siege-era), Call
of Duty, Commandos, Desperados, Black Myth: Wukong, StarCraft, Age of Empires,
Splinter Cell, Hitman, and Contra.  
Audience: design, engineering, AI, audio, art, narrative, online services,
publishing, and esports leads scoping V4.  
Date: 2026-05-15

> **This feature map has been decomposed into focused pages under
> [`features/`](./features/README.md).** This file remains the canonical hub —
> it preserves every section heading (so existing `features§"…"` and
> `V4_features.md#…` anchors keep resolving); the in-depth, code-grounded
> companion pages live under [`features/`](./features/README.md). Start at the
> [features page index](./features/README.md). The runtime/package architecture
> is in [`V4_ARCHITECTURE.md`](./V4_ARCHITECTURE.md) /
> [`architecture/`](./architecture/README.md).

## Purpose

This document is the **feature map for V4**. It translates the V4 backlog into a
product-shaped scope document and describes what V4 ships across the five
**ruleset cells** (tactical FPS, real-time stealth tactics, action RPG,
real-time strategy, and 2D run-and-gun), shared cross-cell systems,
single-player and multiplayer surfaces, online services, content authoring,
accessibility, localization, telemetry, and live-service. It does not replace
the backlog checklist — `V4_TODOS.md` remains the source of truth for completion
state and agent execution order — but every feature listed here is grounded in
tasks explicitly laid out in `V4_TODOS.md` plus the product behavior those tasks
imply.

V4 is **one coherent tactical-action game**, not five sibling products. The
product covers the design footprint of:

- **Rainbow Six: Raven Shield** for the planning phase, breach-and-clear room
  hierarchy, tac-map waypoint authoring, and "you plan it, the squad executes
  it" doctrine.
- **Rainbow Six (Siege-era)** for operator gadgets, two-sided asymmetric
  attack/defense, structural destruction, drone/camera intel pre-phase, and
  competitive 5v5 rounds.
- **Call of Duty** for cinematic linear set-pieces, ADS (aim-down-sights)
  gunfeel and hipfire/recoil curves, scripted blockbuster moments, helicopter
  and gunship setpieces, and a multiplayer 6v6 / hardpoint / search-and-destroy
  backbone.
- **Splinter Cell** for the light/shadow gauge, body-drag, sound footstep
  modulation, gadget-heavy stealth (sticky cam, EMP, optic cable), and
  Spies-vs-Mercs asymmetric multiplayer.
- **Hitman** for sandbox social-stealth, disguise/blend-in mechanics, NPC daily
  schedules, environmental kills, and replayable contracts on dense levels.
- **Commandos** for real-time stealth tactics (RTST) with a small party of
  specialists, isometric/top-down vision cones, command queuing, and "no combat
  — you broke the level" failure mode.
- **Desperados** for the Wild-West RTST variant, **Showdown Mode** time-stop
  multi-character action planning, lasso/coin/whistle distractions, and richer
  body-disposal mechanics.
- **Black Myth: Wukong** for animation-driven third-person action RPG combat,
  stamina-economy combat, parry/dodge windows, transformation/spell-craft power
  moves, and animation-led boss design.
- **StarCraft** for three asymmetric RTS factions, micro-heavy unit control,
  build-order economies, fog of war, and a ladder-driven competitive RTS
  backbone.
- **Age of Empires** for historical-era RTS, age-up progression, civ asymmetry,
  wonders, town-center/villager economies, and large-scale population battles.
- **Contra** for 2D run-and-gun side-scrollers — weapon power-ups, branching
  routes, two-player local co-op, and arcade-pacing boss fights.

V4's promise is not "blend everything every match." V4's promise is
**per-ruleset feel** — when a mission is in Hitman ruleset it must feel like
Hitman; when it's in StarCraft ruleset it must feel like StarCraft; when it's in
Wukong ruleset it must feel like Wukong — held together by one shared
operator/hero/unit roster, one shared creator suite, one shared online backbone,
and a unifying narrative ("The Shadow War").

## IP Posture

V4 is original IP. The 11 named franchises above are **design inspirations
only** — V4 reuses their published gameplay-system vocabulary (e.g., "vision
cones", "Showdown Mode", "Mark and Execute", "Spies vs Mercs", "Killstreak",
"Wonder victory") as terminology shorthand for established mechanic patterns,
the same way V2 references "Drive Impact" or "Heat / Rage Arts" from Street
Fighter and Tekken. V4 does **not** reuse any inspirational franchise's:

- Character names (canonical hero / villain names).
- Faction names, civilization names, or unit names beyond
  historical/public-domain terms.
- Voice-line scripts, marketing copy, or distinctive trademarks.
- Map identities or named locations.
- Music, sound design, or visual identity.

All cast names, faction names, and licensed terms in this document are tracked
in the §81 IP / NIL / licensing register. Where a mechanic name is itself
trademarked (e.g., "Mark and Execute"), the shipping product will substitute an
original name; the placeholder is kept here to make the design intent legible to
readers familiar with the source.

## Subsystem Glossary

| Subsystem            | Responsibility                                                       |
| -------------------- | -------------------------------------------------------------------- |
| **V4Core**           | Engine subsystems, save game, tags registry, dev cheats              |
| **V4Gameplay**       | GAS abilities, attributes, gameplay effects, match-state machine     |
| **V4Tactical**       | FPS aim, ADS, recoil, stance, lean, cover, weapon attachments        |
| **V4Stealth**        | Light/shadow gauge, sound footprint, body-drag, disguise             |
| **V4Tactics**        | RTST party, command queue, vision cones, time-stop, group order      |
| **V4ActionRPG**      | Souls-like combat: stamina, parry, dodge, posture, transformations   |
| **V4RTS**            | Resource economy, build orders, unit production, fog of war, tech    |
| **V4Arcade**         | 2D side-scroll engine: scrolling rooms, weapon pickups, jump arcs    |
| **V4Perception**     | Unified NPC sight/sound/suspicion model across all six launch cells  |
| **V4Crowd**          | Hitman-style NPC crowds: density, body language, panic propagation   |
| **V4Schedules**      | NPC daily routines, patrol graphs, intersect-with-player triggers    |
| **V4Animation**      | AnimBP, motion matching, MetaHuman bind, IK, retargets, root motion  |
| **V4Input**          | Enhanced Input, cover-stick, aim-assist curves, tac-map cursor       |
| **V4Netcode**        | Client-server (default), deterministic lockstep (RTS), rollback PvP  |
| **V4Modes**          | Game-mode registry, per-cell ruleset gating, mode-specific HUD       |
| **V4UI**             | UMG / CommonUI front-end, tac-map, RTS HUD, contract briefings       |
| **V4Audio**          | MetaSounds pipeline, dynamic music, voice barks, callouts, foley     |
| **V4VFX**            | Niagara muzzle flash, blood decals, debris, weather, fog             |
| **V4Cinematics**     | Sequencer-driven CoD setpieces, Wukong boss intros, ARPG finishers   |
| **V4Persistence**    | Save game, profile, currency ledger, contract progress, replays      |
| **V4OnlineServices** | Login, friends, parties, matchmaking, leaderboards, replays          |
| **V4Telemetry**      | Event schema, batched sender, balance dashboards feed                |
| **V4Editor**         | Mission editor, contract author, RTS map editor, 2D level editor     |
| **V4Vehicles**       | Helo insert, light vehicles, RTS unit-vehicle bridge                 |
| **V4Procgen**        | Roguelike layout generator for procedural-tactics campaigns          |
| **V4LevelOps**       | NPC schedule authoring, environmental-kill graph, story script glue  |
| **V4Tests**          | Automation specs, gauntlet drivers, golden-replay regression harness |

### Game-Feature Plugins (modular, hot-swap)

Each ruleset's mode set is a `GameFeatures` plugin so it can be enabled per
build target and DLC-gated post-launch without rebuilding the shipping
executable. Plugins listed here are introduced by their first-referencing
backlog task and own their content roots, asset linter rules, and per-mode test
coverage.

| Plugin                                | Owns                                                       |
| ------------------------------------- | ---------------------------------------------------------- |
| **V4Mode_Tactical_RavenShield**       | Planning phase, branching breach-and-clear missions        |
| **V4Mode_Tactical_R6Modern**          | 5v5 attack/defense, operator gadgets, destruction          |
| **V4Mode_Tactical_CoDCampaign**       | Linear cinematic campaign with set-pieces                  |
| **V4Mode_Tactical_CoDMultiplayer**    | 6v6 modes: TDM, S&D, Hardpoint, Domination, Kill Confirmed |
| **V4Mode_Tactical_CoDWarzone**        | 100-player battle royale tactical                          |
| **V4Mode_Stealth_SplinterCell**       | Linear stealth ops, light/shadow gauge, gadget loadouts    |
| **V4Mode_Stealth_SpiesVsMercs**       | 2v2 asymmetric spies (3rd-person stealth) vs mercs (FPS)   |
| **V4Mode_Stealth_Hitman**             | Sandbox levels, disguise system, NPC schedules, contracts  |
| **V4Mode_Stealth_ContractsAuthor**    | Player-authored contracts (target/method/disguise)         |
| **V4Mode_RTST_Commandos**             | WW2 6-character squad, vision cones, time-stop fallback    |
| **V4Mode_RTST_Desperados**            | Wild-west 6-character squad, Showdown Mode (time-stop)     |
| **V4Mode_ARPG_Wukong**                | Action RPG souls-like with transformations and spell-craft |
| **V4Mode_ARPG_BossRush**              | Curated boss-rush ladder, leaderboard, ghost replays       |
| **V4Mode_RTS_Asymmetric**             | Three asymmetric factions, build orders, ladder            |
| **V4Mode_RTS_Historical**             | Age-up historical RTS, civs, wonders, large pop battles    |
| **V4Mode_RTS_TowerDefense**           | Co-op tower-defense variant on RTS maps                    |
| **V4Mode_Arcade_Contra**              | 2D side-scrolling run-and-gun, weapon pickups, 2P co-op    |
| **V4Mode_Arcade_BossGauntlet**        | Arcade boss-rush mode with weekly leaderboard              |
| **V4Mode_SpecOps_Coop**               | 1-4-player co-op missions, cross-cell loadouts             |
| **V4Mode_Roguelike_TacticalCampaign** | Procedural tactical campaign with operator perma-build     |
| **V4Mode_HordeDefense**               | Wave-based defense across all six launch cells             |
| **V4Mode_Editor_Mission**             | Mission editor (tactical, stealth, RTS, ARPG)              |
| **V4Mode_Editor_Workshop**            | Workshop publishing, ratings, moderation                   |
| **V4Mode_Replay**                     | Replay viewer, takeover, sharing                           |
| **V4Mode_Spectator**                  | Network spectator + esports broadcast tools                |
| **V4Mode_Training_Range**             | Weapon training, AI dummies, vision-cone calibration       |
| **V4Mode_Lobby_BattleHub**            | Persistent lobby world (Battle Hub-equivalent)             |

## Cross-Reference Convention

Throughout this document and its companions, **bare `§N` and `§N.M` references
resolve to `V4_TODOS.md`** (the only V4 doc with section numbering used as
hyperlinks). Explicit prefixes are used where ambiguity matters:

- `§40` → `V4_TODOS.md` §40.
- `deps§14` → `V4_DEPENDENCIES.md` §14.
- `arch§"<anchor>"` → `V4_ARCHITECTURE.md` by section anchor.
- `features§"<anchor>"` → this document, by section anchor.

This features doc and `V4_ARCHITECTURE.md` use named anchors rather than
numbered sections; only `V4_TODOS.md` and `V4_DEPENDENCIES.md` carry numbered
section ids.

## Repository Surfaces

Target paths are created by the TODOs that first reference them.

| Surface                        | Target Package / Path                                                                  |
| ------------------------------ | -------------------------------------------------------------------------------------- |
| Game client                    | `V4/ue/` (UE5.5 LTS project, multi-platform)                                           |
| Marketing site                 | `apps/v4/web/`                                                                         |
| Esports / tournament toolkit   | `V4/tools/esports/`                                                                    |
| Online services backend        | `apps/v4/` (cloud)                                                                     |
| Balance authoring spreadsheets | `V4/balance/`                                                                          |
| Build & release tooling        | `V4/release/` (today); `V4/ue/Build/`, `V4/tools/release/` (planned — not yet created) |
| Localization workspace         | `V4/ue/Content/Localization/V4/` + `V4/loc/`                                           |
| Mission / contract authoring   | `V4/tools/missions/` (planned — not yet created)                                       |
| RTS map authoring              | `V4/tools/rts-maps/` (planned — not yet created)                                       |
| 2D pixel-art authoring         | `V4/tools/arcade-art/` (planned — not yet created)                                     |

## Table of Contents

- [Overview and Conventions](#overview-and-conventions)
  - [V4 Product Promise](#v4-product-promise)
  - [Product Surfaces](#product-surfaces)
  - [Ruleset Cells Overview](#ruleset-cells-overview)
  - [Cell Feel Tests](#cell-feel-tests)
- [Ruleset Cells](#ruleset-cells)
  - [Tactical FPS Cell](#tactical-fps-cell)
  - [Real-Time Stealth Tactics (RTST) Cell](#real-time-stealth-tactics-rtst-cell)
  - [Action RPG Cell](#action-rpg-cell)
  - [RTS Cell](#rts-cell)
  - [2D Run-and-Gun Cell](#2d-run-and-gun-cell)
- [Shared Systems](#shared-systems)
  - [Shared Cross-Cell Systems](#shared-cross-cell-systems)
  - [Mission Architectures](#mission-architectures)
- [Game Modes](#game-modes)
  - [Campaign Modes](#campaign-modes)
  - [Skirmish and Quick-Play Modes](#skirmish-and-quick-play-modes)
  - [Co-op Modes](#co-op-modes)
  - [PvP Modes](#pvp-modes)
  - [Spec Ops and Horde Defense](#spec-ops-and-horde-defense)
  - [Training, Trials, Tutorials](#training-trials-tutorials)
  - [Replay Theater, Spectator, Coach Mode](#replay-theater-spectator-coach-mode)
  - [Per-Ruleset Signature Modes](#per-ruleset-signature-modes)
  - [AI Director and Adaptive Difficulty](#ai-director-and-adaptive-difficulty)
- [Content Inventory](#content-inventory)
  - [Roster and Content Inventory](#roster-and-content-inventory)
  - [Map Lore, Signature Maps, Day/Night, Weather, Crowd](#map-lore-signature-maps-daynight-weather-crowd)
- [Creator and Community](#creator-and-community)
  - [Creator Suite](#creator-suite)
  - [Workshop and Mods](#workshop-and-mods)
  - [Custom Tournaments, Profile Cards, Match History](#custom-tournaments-profile-cards-match-history)
  - [Community Features](#community-features)
- [Online Services and Networking](#online-services-and-networking)
  - [Online Services](#online-services)
  - [Network Quality, LAN, Server Browser, Private Rooms](#network-quality-lan-server-browser-private-rooms)
  - [Crossplay and Cross-Progression](#crossplay-and-cross-progression)
- [Esports](#esports)
  - [Esports and Tournament](#esports-and-tournament)
  - [Streamer, Speedrun, Coach Modes](#streamer-speedrun-coach-modes)
  - [Esports Pro Circuit, Broadcast Extras, Wildcard Format](#esports-pro-circuit-broadcast-extras-wildcard-format)
- [Live Service](#live-service)
  - [Live Service and DLC](#live-service-and-dlc)
  - [Battle Pass, Daily/Weekly Contracts, Faction System](#battle-pass-dailyweekly-contracts-faction-system)
  - [Twitch Drops, Creator Partnership, Community Tools](#twitch-drops-creator-partnership-community-tools)
  - [Ranked Season Architecture](#ranked-season-architecture)
  - [Live Service Calendar](#live-service-calendar)
  - [Operator and Account Progression, Codex, Encyclopedia](#operator-and-account-progression-codex-encyclopedia)
  - [Per-Account Vault, Lifetime Replay Archive, Ghost Data Archive](#per-account-vault-lifetime-replay-archive-ghost-data-archive)
- [Platforms and Operations](#platforms-and-operations)
  - [Display Tech, Performance, Platforms, Cert](#display-tech-performance-platforms-cert)
  - [Asset Budget and Streaming](#asset-budget-and-streaming)
  - [Day-One Patch, Hotfix, Quick-Resume, Crash Recovery, DRM](#day-one-patch-hotfix-quick-resume-crash-recovery-drm)
  - [Engineering Polish](#engineering-polish)
  - [Split-Screen, Couch Co-op, Local Multiplayer, Hot-Seat](#split-screen-couch-co-op-local-multiplayer-hot-seat)
  - [VR and AR Support](#vr-and-ar-support)
  - [Hardware Peripherals](#hardware-peripherals)
  - [Per-Platform Store Features and Region-Aware Pricing](#per-platform-store-features-and-region-aware-pricing)
- [Trust, Safety, and Compliance](#trust-safety-and-compliance)
  - [Cross-Platform Social, Reporting, Bans, Appeals](#cross-platform-social-reporting-bans-appeals)
  - [Parental Controls, Age Gating, Time-Played](#parental-controls-age-gating-time-played)
  - [Anti-Cheat](#anti-cheat)
  - [Accessibility](#accessibility)
  - [Localization, Voice-Over, Region Rating Variants](#localization-voice-over-region-rating-variants)
  - [Telemetry, Analytics, Balance](#telemetry-analytics-balance)
  - [Compliance Deep Dive](#compliance-deep-dive)
  - [Customer Support, Community Ambassadors, Hall of Fame](#customer-support-community-ambassadors-hall-of-fame)
  - [Balance Operations](#balance-operations)
- [Narrative and Extras](#narrative-and-extras)
  - [Per-Character Side Stories and Operator Briefings](#per-character-side-stories-and-operator-briefings)
  - [Per-Operator Rivals, Relationship Matrix, Cross-Cell Timeline](#per-operator-rivals-relationship-matrix-cross-cell-timeline)
  - [Persistent World Economy, NPC Schedules, Crime Rate](#persistent-world-economy-npc-schedules-crime-rate)
  - [Director Commentary, ADR, Origin Comics, Cinematography Library](#director-commentary-adr-origin-comics-cinematography-library)
  - [AI-Generated Commentary, Highlight Reel, Per-Match Analysis](#ai-generated-commentary-highlight-reel-per-match-analysis)
  - [Real-World Brand Partnerships, Celebrity Guests, Venue Tie-Ins](#real-world-brand-partnerships-celebrity-guests-venue-tie-ins)
  - [Production: Studio Ops, Mocap, VO, Composer, Licensing, Stunt](#production-studio-ops-mocap-vo-composer-licensing-stunt)
  - [Companion App, Public API, Wiki, Roadmap](#companion-app-public-api-wiki-roadmap)
  - [Loading, Splash, Tips, What's New, Notifications](#loading-splash-tips-whats-new-notifications)
- [Launch](#launch)
  - [Launch Readiness](#launch-readiness)
  - [V4 Exit Criteria](#v4-exit-criteria)

## Overview and Conventions

### V4 Product Promise

V4 must ship as one product, not five. The product should:

- Deliver **per-ruleset feel** that matches each inspirational source on its own
  terms — no compromise blends. Hitman ruleset feels like Hitman; Wukong ruleset
  feels like Wukong; StarCraft ruleset feels like StarCraft.
- Hold those rulesets together with **one shared roster, one shared creator
  suite, one shared online backbone, and a unifying narrative** (The Shadow
  War).
- Make **dedicated-server client-server netcode the default** for tactical PvP
  (5v5, 6v6, BR), with deterministic-lockstep netcode for RTS modes (1v1, 2v2,
  4v4 team) and rollback-emulated client prediction for tight twitch-shooter PvP
  (TDM, Spies-vs-Mercs).
- Ship **complete launch content across every advertised mode** — no "coming
  soon" panels, no skeleton cells, no "early access" rulesets.
- Provide first-class **single-player content** for every cell (Tactical
  Campaign, Stealth Sandbox Tour, Wukong Champion, RTS Conquest, Contra
  Campaign), with mocap principals, voice-overs in launch languages, and
  pre-rendered cinematics that hit a 4K master.
- Degrade safely under offline, partial-net, low-bandwidth, controller-loss,
  mid-match-disconnect, and provider-outage conditions (e.g., RTS games
  pause-on-disconnect, single-player saves locally and reconciles on reconnect,
  tactical PvP holds host-migration for sub-2-second swap).
- Run on **9 platforms** day-one: Windows (Steam + Microsoft Store + Epic), PS5,
  PS5 Pro, Xbox Series X|S, Switch 2 (scaled), macOS (Apple Silicon), Linux
  (Steam Deck + Proton-verified), iPad Pro (M-series), and Android high-end
  tablets (Snapdragon 8 Gen 3+). Cloud-streaming variant via PixelStreaming for
  thin-client browsers and TV apps where contract permits.
- Maintain **AAA SOTA quality** on all surfaces — Lumen GI, Nanite geometry,
  MetaHumans for principals, Niagara VFX, MetaSounds, Chaos cloth/hair, Chaos
  Destruction for R6-style breachable walls, virtual-shadow maps, World
  Partition for sandbox maps, and Sequencer-driven cinematics.
- Operate as a **live service from day one** with seasonal contracts, themed
  events, balance hot-fixes that ship out-of-band of binary updates, and a
  public balance ledger (PBR-style) so the community can audit nerfs and buffs.

### Product Surfaces

| Surface          | Purpose                                                             |
| ---------------- | ------------------------------------------------------------------- |
| Game client      | UE5.5 LTS, all rulesets, one executable per platform                |
| Marketing site   | Product pages, news, roster, esports, store entry                   |
| Companion app    | Loadout planner, contract briefing, replays, balance, news, friends |
| Public API       | Match history, replay download, balance ledger, esports calendar    |
| Wiki             | Per-mode rules, per-operator dossiers, frame data, recoil patterns  |
| Roadmap          | Public roadmap with delivered/in-flight/planned status              |
| Creator hub      | Workshop browser, contract author, mission editor uploads           |
| Spectator portal | Web-based tournament viewer with picture-in-picture per camera      |
| Press kit        | EPK, screenshots, trailers, B-roll, music stems, fact sheet         |

### Ruleset Cells Overview

The five **ruleset cells** are V4's core organizing principle. Each cell is a
self-contained gameplay framework with its own pacing, control scheme, camera
discipline, AI personality, HUD vocabulary, and audio identity. A cell is
implemented as a cluster of GameFeatures plugins (one per ruleset variant) on
top of shared engine subsystems.

| Cell                          | Inspirations                                                | Camera                | Pacing           | PvP                             |
| ----------------------------- | ----------------------------------------------------------- | --------------------- | ---------------- | ------------------------------- |
| **Tactical FPS**              | R6 Raven Shield, R6 (Siege-era), CoD, Splinter Cell, Hitman | 1P (3P in SC, Hitman) | Mixed            | Yes (5v5, 6v6, BR, Spies-Mercs) |
| **Real-Time Stealth Tactics** | Commandos, Desperados                                       | Top-down ISO          | Slow / paced     | Co-op only                      |
| **Action RPG**                | Black Myth Wukong                                           | 3P over-shoulder      | Twitch / patient | Co-op (2P)                      |
| **Real-Time Strategy**        | StarCraft, Age of Empires                                   | Top-down RTS          | Macro/micro      | Yes (1v1, 2v2, 4v4)             |
| **2D Run-and-Gun**            | Contra                                                      | Side-scroll 2D        | Arcade fast      | 2P local co-op + 4P online      |

### Cell Feel Tests

Each cell ships with a **feel test suite** — a curated set of in-game scenarios
reviewers can run to confirm the cell hits its inspiration's hallmark. Examples:

- **Tactical FPS / Raven Shield feel test:** A two-team breach of a four-room
  building with a single hostage room. Plan must lay down two breach waypoints;
  squad executes synchronously; misfire of the planning step triggers the alarm.
  Pass if the planning phase reads as Raven Shield's pre-mission map.
- **Tactical FPS / Hitman feel test:** Single sandbox level (mansion party) at
  60 fps with 120 NPCs, 6 disguise classes, 8 environmental kill paths, and a
  recordable contract author. Pass if a fresh player completes one environmental
  kill, swaps disguises twice, and exits via main entrance in under 12 minutes.
- **RTST / Commandos feel test:** Beach map with 4 specialists (Green Beret,
  Sniper, Marine, Spy). Player must enter, kill 6 patrol guards stealthily,
  steal a tank, escape. Pass if a single shot fired in plain sight raises the
  alarm and brings the player to game-over within 8 seconds (no respawn).
- **RTST / Desperados feel test:** Wild-west saloon with 2 specialists
  (Gunslinger, Sharpshooter) and Showdown Mode time-dilation. Pass if Showdown
  Mode lets the player queue four synchronous actions (lasso, coin throw,
  headshot, body drag) and executes them in under 1 second of real time.
- **Action RPG / Wukong feel test:** A boss arena with one mid-tier boss
  (analogue of Wukong's Wandering Wight) at 60 fps. Pass if parry windows are
  6-frame ±1, posture-break stagger triggers cinematic counter, and
  transformation (Tiger Form) costs 1 Will charge and lasts a 12 s window.
- **RTS / StarCraft feel test:** Two-player ladder match (1v1) where Faction A
  worker count caps at 18 per base, build orders complete in standard
  professional opening time (~3:30 for tier-2 unit), and APM tracking matches
  StarCraft 2's actions-per-minute granularity. Pass if a Diamond-level player
  can replicate a known SC2 opening within ±2% timing.
- **RTS / Age of Empires feel test:** Four-player FFA at large map, 200-pop cap
  per player, age-up to Imperial Age available, two Wonders constructible. Pass
  if villager pathing handles 200 active workers without stutter, and a Wonder
  build provides victory-condition timer.
- **2D / Contra feel test:** Stage 1 of a Contra-style level with screen scroll,
  three weapon pickups (Spread, Laser, Machine Gun), one rolling boss fight at
  end. Pass if two-player local co-op runs at 60 fps with screen-edge tethering
  and contact damage one-hit-kills (with extra-lives inventory).

Feel tests live in `V4/ue/Source/V4Tests/Private/V4Mode*Tests/*Spec.cpp`
(per-mode automation specs) and are wired into the nightly Gauntlet automation
run; a failing feel test blocks the affected ruleset's release.

## Ruleset Cells

### Tactical FPS Cell

The tactical FPS cell carries the largest design footprint of any cell. It spans
five distinct sub-rulesets (Raven Shield, R6 Siege-era, CoD, Splinter Cell,
Hitman), each implemented as its own GameFeatures plugin. Shared engine surfaces
(V4Tactical, V4Stealth, V4Perception, V4Crowd) feed all five sub-rulesets so an
operator authored in one is reusable in another.

#### Planning Phase (Raven Shield)

A pre-mission **tac-map authoring step** that lets the player layout up to two
squads of three operators, place breach waypoints, set wait conditions, and
rehearse the plan in slow-motion preview before execution.

Features:

- **Top-down tactical map** that renders the mission interior with floor plan,
  door swing arcs, NPC patrol routes (visible only after intel is gathered with
  the Drone or Optic Cable gadgets), and a fog-of-war overlay where intel is
  missing.
- **Up to two squads** (Red, Gold) of three operators each. Operators are
  selected from the player's roster; loadout per operator (primary, secondary,
  breach, throwable, optic) is set in the planning step.
- **Waypoint authoring** with verbs: Move-To, Stack-On-Door, Breach-Standard,
  Breach-Frag, Breach-Flash, Breach-Stun, Wait-For, Move-On-Go. The mission
  cannot start until both squads have a complete plan (no orphan waypoints).
- **Wait conditions** so squads synchronize: Wait-For-Sound (waits for a
  triggered noise from the other squad), Wait-For-Hostage-Secured,
  Wait-For-X-Seconds.
- **Rehearsal preview** at 4× slowed speed; if a plan would result in cross-fire
  or a friendly-fire path, the preview highlights the conflict in red.
- **Live override** during execution: pause the action with `Tab` to re-author
  waypoints mid-mission; AI squads resume from the new plan.
- **Replay export** of the planning step + the execution as a single contract
  record so the community can study planning doctrine.

Feel-test rule: a complete plan with two waypoints per squad must execute in
under 90 seconds for a four-room building.

#### Breach and Clear

Room-by-room clearing with door dynamics, breaching tools, threat recognition,
and AI hostage care.

Features:

- **Doors** open inward, outward, slide, double-leaf, or locked. Lock states:
  Unlocked, Locked (pickable), Locked (breach-only), Reinforced (no breach, must
  find key).
- **Breaching tools:** Standard kick, Crowbar, Frame Charge, Frag Breach (small
  explosive), Flash Breach (stun + open), Stun Breach (concussive + open),
  Thermite Cut (slow, silent against reinforced doors).
- **Stack discipline:** Squad members auto-stack on a door in formation; player
  can override formation order. Stack stance: stand, crouch, hugged.
- **Threat ID:** AI in cleared rooms is tagged by threat color (red: hostile,
  yellow: civilian, blue: hostage, green: friendly). Friendly-fire penalty
  applies for non-red kills; hostage penalty applies for blue kills.
- **Room state:** A room is "cleared" only when no threat remains and at least
  one operator has line-of-sight to every wall corner. The HUD shows per-room
  cleared status.
- **Suppress / cuff:** Captured suspects (yellow, blue) can be cuffed or
  suppressed (non-lethal subdue). Cuffed suspects do not re-engage.

#### Operator Gadget Library (R6 Modern)

R6 Siege-era operator gadgets, two-sided attack/defense, and structural
destruction.

Attacker gadgets (a sample — full list in §16.3):

- **Hard breach charge** (cuts through reinforced walls).
- **Soft breach** (breaches plywood, drywall).
- **Drone** (remote-controlled wheeled cam, pingable hostile spotting).
- **EMP grenade** (disables defender gadgets in radius for 8s).
- **Smoke grenade** (3D volumetric smoke, blocks line of sight, scoped optics
  see-through with thermal attachment).
- **Flash bang** (blind hostile NPCs / players for 4s if within cone).
- **Frag grenade** (lethal radius + concussive ring).
- **Claymore** (proximity-triggered directional mine, attacker only).
- **Heartbeat scanner** (Splinter Cell crossover gadget — detect
  non-line-of-sight enemies through walls within 8m).

Defender gadgets:

- **Reinforced wall** (turns soft wall into hard breach-only).
- **Barbed wire** (slows attacker movement, makes sound).
- **Deployable shield** (waist-high hard cover, blocks bullets).
- **Bulletproof camera** (mount on wall, hostile spotting).
- **Proximity alarm** (silent alarm to defender team).
- **Trap mine** (Lethal proximity mine, defender only).
- **Jammer** (disables drones, EMP gadgets in 8m radius).

Destruction (Chaos Destruction):

- **Soft walls** breach with frag, EMP, or shotgun blast.
- **Hard walls** require hard breach charge or thermite.
- **Floors and ceilings** soft-destructible (vertical attack vectors).
- **Reinforcement is asymmetric** — defenders choose which soft walls to
  reinforce in a pre-round setup step (60s).

#### Cinematic Campaign (CoD)

A 12-mission scripted campaign with set-piece-density matching modern Call of
Duty entries. Each mission delivers:

- **Sequencer-driven cinematic openers** (60-120s) with MetaHuman principals,
  full-body mocap, in-engine cinematography.
- **Branching mid-mission moments** (no major branches; light dialogue and
  optional-objective branches like in CoD).
- **Vehicle setpieces:** at least 4 missions feature vehicle play (helo door
  gunner, dune-buggy chase, AC-130 / "Death From Above" gunship, snowmobile,
  tank turret).
- **Setpiece per mission:** mandatory scripted moment that demonstrates
  Sequencer + MotionWarping + Niagara at peak (e.g., building collapse, dam
  flood, sandstorm, EMP blackout, sub-marine breach).
- **Hardcoded ammo / loadout drops** to control pacing without an inventory RPG
  layer.
- **AI squad teammates** that bark callouts ("FRAG OUT", "RELOADING", "ENEMY
  DOWN"), respond to player tags, revive on knockdown.
- **Difficulty curve:** Recruit, Regular, Hardened, Veteran, Realism (no HUD,
  one-shot-kill economy, single life per checkpoint).
- **Mission select replay** from main menu, with separate difficulty tracker per
  mission.

#### Multiplayer 6v6 (CoD)

A 6v6 multiplayer suite spanning the modern CoD mode portfolio:

| Mode                   | Players | Win condition                                       |
| ---------------------- | ------- | --------------------------------------------------- |
| **Team Deathmatch**    | 6v6     | First team to 75 kills, or most kills at 10 min     |
| **Domination**         | 6v6     | Hold A/B/C zones; score-tick on holds; 200 to win   |
| **Hardpoint**          | 6v6     | Hold rotating zone; first to 250 score              |
| **Search & Destroy**   | 6v6     | Best of 11 rounds, one-life, plant or defend bomb   |
| **Kill Confirmed**     | 6v6     | Pick up dog tags from kills; 65 to win              |
| **Free-for-All**       | 8       | First to 30 kills                                   |
| **Gun Game**           | 8       | Cycle through 20 weapons; final knife kill to win   |
| **Prop Hunt**          | 6v6     | Asymmetric: props hide, hunters seek (10 min round) |
| **One in the Chamber** | 6       | Single bullet per life, knife between               |
| **Sticks and Stones**  | 8       | Crossbow + throwing axe; bankruptcy mechanic        |

Loadout system:

- **Create-a-Class** with 6 slots per loadout: primary, secondary, tactical,
  lethal, perks (3), wildcards (3).
- **Pick-10 / Pick-13** wildcard balance system inherited from CoD Black Ops II
  / Cold War: each slot costs 1; perks cost 1; attachments per weapon cost 1.
- **Killstreak rewards** at 3 / 5 / 7 / 9 / 11 / 13 kills: UAV, Counter-UAV,
  Care Package, Predator Missile, Sentry Gun, Chopper Gunner, AC-130, Tactical
  Nuke (25 kills, instant win).
- **Scorestreaks** as an alternative to killstreaks (assist objectives count).
- **Operator skin per slot** — every weapon can be cosmetically reskinned but
  balance-locked.

#### Battle Royale 100-Player (CoD Warzone)

A 100-player battle royale on a large open map.

Features:

- **Map:** a single ~9 km² persistent battle-royale map with biome variety
  (urban, industrial, rural, coast). World Partition streaming.
- **Drop phase:** Pre-game lobby on an aircraft, player chooses drop point.
- **Circle phase:** Five circles shrink over 20 min match.
- **Squads:** Solos, duos, trios, quads. Cross-platform crossplay default on.
- **Loot tier system:** Common, Uncommon, Rare, Epic, Legendary. Loot in ground
  spawns, supply boxes, supply drops (high-tier).
- **Gulag mechanic:** First death goes to 1v1 Gulag for respawn chance.
- **Buy stations:** Purchase teammate respawn ($4500), self-revive kit, UAV,
  loadout drop, killstreak.
- **Loadout drops:** Mid-game scoring of a custom loadout from your CoD
  multiplayer create-a-class (consistent weapons across BR and MP).
- **Vehicles:** ATV, SUV, helicopter, cargo truck.
- **Resurgence variant:** Smaller map (~3 km²), respawn-on-timer if teammate
  alive.
- **Plunder variant:** First squad to $1M cash; no Gulag.
- **Year-1 tactical extensions:** a second BR biome map shift to Delta Frontier
  in the Sundown Delta, seasonal map rotation, four additional drivable vehicles
  (boat, jet-ski, light tank, 4x4 buggy), a one-per-match Mythic loot tier with
  guaranteed Legendary loot plus tracker buff, and 40 operator-specific BR
  finisher animations.
- **P3 Battle Royale variants:** Resurgence-specific maps rotate across
  Resurgence Island, Signal Fortress, and Storm Pier with redeploy beacon,
  hot-drop, and squad-wipe lockout metadata. Plunder-specific economy is
  authored in `DT_PlunderEconomy_CoDWarzone` with the $1M target, deposit
  helipad / balloon / bank-truck loops, contract payouts, cash bundles, and
  overtime multiplier.
- **Battle Royale Year-2:** 14-day LTMs rotate Sniper-Only, Pistol-Only, Battle
  Royale of Wukong, and Boombox Battle Royale. The opt-in permadeath season
  persists losses at account scope, while Commander Economy BR lets one RTS
  commander convert Ore and Crystal economy ticks into telegraphed loot drops
  for BR squads.

#### Splinter Cell Stealth

Linear stealth-FPS missions in the Splinter Cell vein.

Features:

- **Light/shadow gauge** displayed as a small HUD bow-tie indicator. In darkness
  (lux < 0.3), AI cannot detect player unless within 1.5 m line of sight.
- **Sound footprint** scaled by stance (sprint > run > walk > crouch > crawl),
  surface (gravel > tile > carpet), and equipped gear (boots > soft shoes).
  Suspicion radius expressed in meters.
- **Body drag** — player carries downed enemies / civilians (knocked out or
  killed) at half movement speed; drop into shadow, lockers, dumpsters.
- **Sticky cam, optic cable, EMP, sleeping gas grenade, sticky shocker** —
  gadget loadout per mission.
- **Wall-climb / split-jump / pipe-climb / overhang** — Splinter Cell-class
  traversal verbs.
- **Interrogation** — non-lethal subdue with prompt-based questioning, reveals
  door codes, patrol times.
- **Light kills** — shoot a light bulb to extend shadow zones (sound + glass
  break).
- **Mark and Execute (Conviction-era variant)** — earn one "mark slot" per
  silent takedown; unleash auto-target multi-kill at any time.

#### Spies vs Mercs

A 2v2 asymmetric multiplayer mode where Spies (3rd-person stealth) hunt
objectives while Mercs (1st-person FPS) defend.

Features:

- **Asymmetric loadouts:** Spies have stealth gadgets (camo cloak, sticky cam,
  EMP), Mercs have firearms + perimeter gadgets (proximity mine, motion sensor,
  deployable turret).
- **Objective:** Spies hack 3 of 4 terminals; Mercs prevent. 8-minute rounds,
  best of 5.
- **Camera switch:** Spies are 3rd-person for stealth navigation; Mercs are
  1st-person for firefight authority.
- **Spy detection:** Mercs see Spies only if line-of-sight and lit; Spies see
  Mercs at all times (asymmetric intel).
- **Map design:** Large vertical maps with ducts, rafters, server rooms —
  natural Spies stealth playground.

#### Hitman Sandbox Stealth

Sandbox social-stealth levels with NPC schedules, disguises, and environmental
kill paths.

Features:

- **Dense sandbox maps** (mansion party, Mediterranean coastal town, North
  African market, snowy mountain monastery, modernist mountainside clinic,
  modern nightclub, isolated film set, vineyard estate, gala yacht, top-secret
  bunker complex). Launch maps: 10.
- **Disguise system** — 6-12 disguise classes per map (waiter, security guard,
  electrician, VIP, chef, butler, mechanic, doctor, monk, etc.). NPCs in same
  disguise class are suspicious of you (Enforcers); civilians of other classes
  are not.
- **NPC daily schedules** — every named NPC has a 4-8-step routine that loops
  every 5-12 minutes (mission time). Player can intersect to time a kill.
- **Environmental kill paths** — designed sequences where the player can arrange
  a "natural death" (chandelier drop, falling object, electrocuted pool,
  poisoned drink, sabotaged elevator, gas explosion). Minimum 6 per map,
  average 12.
- **Story missions** — guided opportunity quests (target attending a wine
  tasting, target performing surgery) with mid-mission prompts.
- **Contract Mode** — player selects target NPC, kill method (silenced, garrote,
  fall, fire, poison, drowning, explosive), disguise required. Posts to
  leaderboards.
- **Suspicion gauge** — global meter rising when player is in restricted zone,
  doing suspicious action (carrying body, wielding visible weapon), or being
  seen by Enforcer of disguise class.
- **Pacification toolkit** — silenced pistol, garrote, fiber wire, fire-axe,
  syringe (poison or sedative), tranquilizer pistol, brick to the head,
  drowning.
- **Exfiltration points** — multiple exits per map (limo, helicopter,
  motorcycle, on-foot, boat); some require completing optional objectives.

#### Player-Authored Contracts

A creator surface for Hitman-style contracts; community-driven content that
requires no level authoring.

Features:

- **Contract author UI:** target NPC, required kill method, required disguise,
  optional bonus objectives (no bodies found, no witnesses, exit via specific
  point).
- **Validation:** the author must complete the contract once before it can be
  published; the play-through is recorded as proof.
- **Workshop browser:** filter by map, difficulty, kill method, tags; community
  ratings (1-5 stars).
- **Leaderboard per contract:** fastest exit time, fewest pacifications,
  no-detection runs.
- **Featured contracts:** community team curates a weekly featured slate.
- **Anti-cheat:** server-side replay validation rejects impossible completions
  (e.g., teleport, instant kill, multi-disguise stack).

### Real-Time Stealth Tactics (RTST) Cell

The RTST cell is V4's love-letter to the Commandos and Desperados lineage.
Top-down isometric, real-time-with-pause, small squad of specialists, vision
cones, no respawns. The cell ships with two sub-rulesets (WW2 Commandos and
Wild-West Desperados) sharing the V4Tactics engine subsystem.

#### Commandos WW2

Six-character squad, North Africa / Normandy / Norway theaters, WW2 setting.

Features:

- **Squad of six specialist archetypes** (final character names subject to IP
  clearance; placeholders listed for design discussion):
  - **Green Beret** — melee takedowns, body drag, climbing, decoy boots.
  - **Sapper** — grenades, mines, breach charges, repair vehicles.
  - **Sniper** — long-range silenced rifle, focus aim, decoy shots.
  - **Marine** — underwater swim, harpoon, scuba gear, boat pilot.
  - **Spy** — disguises (period-appropriate uniform), silenced pistol, syringe
    sedative, charm-talk.
  - **Driver / Engineer** — picks locks, hot-wires vehicles, drives
    tanks/trucks.
- **Vision cones** rendered on the ground (green when alert level 0, yellow at
  1, red at 2+).
- **Patrol routes** clearly visualized when intel gathered (binoculars zoom).
- **No respawn** — losing a specialist fails the mission; the squad must
  evacuate together.
- **Time-stop pause** — `Space` pauses combat real-time, lets the player queue
  actions per character (move, attack, use item, throw distraction).
- **Distraction toolkit:** decoy whistle, decoy boot, thrown stones, body decoy,
  fake alarm.
- **Body disposal:** drag bodies into containers, wells, latrines, water,
  haystacks; civilian bodies trigger suspicion if found.
- **Mission objectives:** infiltrate, sabotage, rescue, assassinate, exfiltrate.
  Each mission has 3-8 sub-objectives.
- **Difficulty:** Recruit, Veteran, Commando (the historical hard mode).
- **Map count at launch:** 12 campaign missions plus 6 side ops.

#### Desperados Wild West

Six-character squad, post-Civil-War American frontier.

Features:

- **Squad of six specialist archetypes** (final character names subject to IP
  clearance; placeholders listed for design discussion):
  - **Gunslinger (lead)** — coin throw distraction, throwing knife, charm-talk
    in Spanish, gunfight with revolvers.
  - **Sharpshooter / Field Medic** — sniper rifle, medical-bag healing,
    sleeping-dart pistol, can revive downed NPCs as decoys.
  - **Brawler / Heavy** — large-axe melee, bear-trap, brawn pickup of heavy
    bodies.
  - **Saloon Infiltrator / Disguiser** — disguises (saloon-girl, nun), perfume
    distraction, pickpocket, twin-pistols.
  - **Mystic / Voodoo Charmer** — connect-thoughts (mind-control one NPC at a
    time), curse hex (slow target), pet snake (move to scout).
  - **Pack-Animal Companion** (e.g., donkey or mule) — kicks, dynamite pack,
    brays as audio decoy.
- **Showdown Mode** — `Shift` toggles time-dilation authoring; player queues up
  to four actions across the entire squad and triggers them in unison.
  Showdown's signature mechanic is **synchronous execution** — kills land in the
  same frame, denying NPCs reaction time.
- **Same vision-cone / patrol / suspicion / body-disposal model** as Commandos.
- **Distraction toolkit:** coin throw, whistle, lasso, perfume cloud,
  mind-control, snake scout, donkey bray.
- **Difficulty:** Cowboy, Outlaw, Bounty-Hunter, Showdown (hardest).
- **Map count at launch:** 10 campaign missions plus 4 side ops.

#### Showdown Mode (1/8-Speed Time-Dilation)

The defining mechanic of the Desperados cell, reused at lower fidelity for
Commandos.

Features:

- **Toggle:** Hold `Shift` to enter Showdown; release to exit. While in
  Showdown, time slows to 1/8 speed (0.125×) — not fully stopped. The world
  keeps moving slowly so visual readability stays; AI cannot react in time to a
  synchronized strike.
- **Action queue:** Each specialist can queue one or two actions (move, attack,
  use item, distraction). Queued actions are color-coded by specialist.
- **Synchronous trigger:** Releasing `Shift` or pressing `Enter` triggers all
  queued actions in unison. If any action depends on another (specialist A's
  distraction must land before specialist B's shot), the queue resolves in order
  with the dependency chain.
- **Failure preview:** If a queued action will fail (NPC outside cone, movement
  blocked, target moved), the queue UI highlights the failure before trigger.
- **Limit:** Up to four queued actions in Showdown for Desperados; two for
  Commandos (the latter relies on real-time pause instead).
- **Replay:** Showdown sequences are recorded and replayable as cinema reel.

#### Vision Cones and Suspicion

Engine-level shared model that powers Commandos, Desperados, Hitman, Splinter
Cell, and any FPS NPC who hunts the player.

Features:

- **Sight cone:** Defined by a vector forward, half-angle (default 60°), and
  range (default 12 m). Renderable on ground for RTST cells; invisible for FPS
  cells.
- **Cone gradient:** Inner half (close + center) gives instant detection; outer
  half gives detection over 1.5 s of continuous exposure.
- **Light occlusion:** Sight is reduced or eliminated in low lux (shared with
  Splinter Cell light gauge).
- **Suspicion meter per NPC:** 0 (calm) → 1 (curious, investigates noise) → 2
  (alert, weapon out) → 3 (hostile, attacks).
- **Decay:** Suspicion decays over 8 s if stimulus removed; once hostile, decay
  requires 30 s and the NPC must lose line of sight first.
- **Stimulus propagation:** A panicked NPC alerts neighbors within 4 m audible
  range; gunfire propagates 25 m.
- **Hearing radius:** Defined per stance: prone 2 m, crouch 4 m, walk 8 m, run
  16 m, sprint 25 m. Gunfire: silenced 8 m, unsilenced 50 m.

#### Squad of Specialists

Each RTST specialist has a small kit (3-5 verbs) that combines with the squad as
a whole. The design rule: no specialist is redundant; every mission requires ≥ 3
squad members' kits in combination to succeed.

#### Distraction Toolkit

Cross-cell distraction verbs:

| Verb              | Cell                  | Effect                                                          |
| ----------------- | --------------------- | --------------------------------------------------------------- |
| **Thrown coin**   | Desperados, Hitman    | Lures one NPC to investigation point                            |
| **Whistle**       | Commandos, Desperados | Lures one NPC to a vector toward the whistler                   |
| **Stone throw**   | All                   | Makes a noise at landing spot, 4 m radius                       |
| **Decoy boot**    | Commandos             | Periodic step sounds, lures patrols for 30s                     |
| **Body decoy**    | RTST cells            | NPCs spend 8s checking; gives free movement window              |
| **Perfume**       | Desperados            | Slow cloud, target NPC walks toward the Saloon Infiltrator (1×) |
| **Mind-control**  | Desperados            | One NPC under direct control for 8s                             |
| **Lasso**         | Desperados            | Pulls NPC toward the Gunslinger, silently                       |
| **Sticky cam**    | Splinter Cell         | Remote viewing + speaker mode draws NPCs to it                  |
| **Brick to head** | Hitman                | One-shot pacifies NPC, makes sound                              |
| **Coin in radio** | Hitman                | NPC investigates radio location                                 |

#### Body Disposal

A shared engine concern for stealth: where and how to put downed bodies so
patrols don't find them.

Features:

- **Drag** at half speed; drop in container, water, brush, ditch.
- **Container types:** wardrobe, hay bale, dumpster, latrine, well, walk-in
  fridge, server cabinet, freight box. Each map has 6-30 disposal points.
- **Discovery:** If a body is found, the alarm raises to alert level 2 for the
  whole sector, and patrol density doubles.
- **Persistence:** Bodies remain on disk for the duration of a mission;
  procedural variation may shift disposal points but never reduce them below 6
  per map.
- **Cover-up:** In Hitman, hiding a body completely (in a container or off-map
  zone) removes the "body found" risk entirely.

### Action RPG Cell

The action RPG cell carries the Black Myth: Wukong design footprint —
third-person animation-led combat, stamina economy, parry-and-dodge windows,
transformation/spell-craft power moves, and animation-led bosses.

#### Black Myth Wukong Combat

Features:

- **Camera:** Third-person, over-shoulder, soft-locked on nearest enemy when in
  combat stance. Free camera when out of combat.
- **Light attack / Heavy attack / Stamina-cost moveset:** L1 light combo
  (4-step), L2 heavy combo (3-step), L3 (after focus charge) Super-Hard combo
  (single hit, high stagger).
- **Focus stance:** Hold L1 to charge focus (3 stacks max); spend focus on L3
  attacks.
- **Stamina meter:** Light attacks cost 5 stamina; heavy 12; dodge 18; sprint
  6/s; parry 20 on whiff, 0 on perfect.
- **Parry window:** 6-frame window on heavy attacks; on success, target's
  posture meter takes 1.5× damage and the parry rewards a counter-attack prompt.
- **Dodge invincibility:** 9 frames of i-frames on the dodge roll.
- **Posture meter** per enemy: when broken, enemy is stunned 2.5s and opens to a
  cinematic counter or critical hit.

#### Stamina, Posture, Parry, Dodge

Tuned per-enemy: humanoid bosses have 600 posture; large beasts have 1200;
mid-tier enemies 200; trash 60. Stamina regenerates over 1.2s when not
attacking.

#### Specialty Combat Modes

`DA_SpecialtyCombatModes` adds two P3 duel variants on the V4ActionRPG combat
backbone: a UFC-style boxing simulator that disables health chip and resolves
rounds through stamina, posture KOs, parries, scorecards, and standing-eight
counts; and a one-hit-kill sword duel with normalized weapons, consent-gated
ranked rules, lethal hit confirmation, and a 4-frame perfect-guard window.

#### Transformation System

Wukong's transformation is the cell's signature power-move system.

Features:

- **Transformation slots:** 5 unlockable transformations across the campaign.
  Examples: Tiger Form (heavy claw combos), Wolf Form (fast bite combos), Bird
  Form (aerial dives), Stone Form (heavy defense, super-armor), Wind Form (long
  evasive dashes).
- **Activation:** Each transformation costs 1 "Will" charge (max 3, refilled by
  parries and posture breaks).
- **Duration:** 12 seconds in form, or until form-specific HP pool depletes.
- **Form combat:** While transformed, the player has a unique moveset (different
  L1/L2 combos, different dodge invuln windows) and an enlarged health pool that
  absorbs damage independent of the base HP.

#### Spell-Craft and Charms

Wukong-style "stances and spells" branch.

Features:

- **Pillar stance** — channel a freeze-in-place hold (max 6s); the next heavy
  attack cancels stance.
- **Cloud step** — short-range teleport behind locked-on enemy (cost: 1 Will).
- **Body double** — spawn a decoy duplicate that draws enemy attention for 4s.
- **Hair-splitting** — single-target multi-clone burst (3 phantom strikes in one
  swing).
- **Charm system:** equippable charms grant passive bonuses (stamina regen,
  parry window +1f, posture damage +10%, fire resistance).
- **Charm slot count:** 4 charm slots at base; +1 unlock at each major boss
  kill, max 8.

#### Boss Design Doctrine

Every boss in the Wukong cell follows a strict design contract:

- **Three phases:** Phase 1 (HP `>66%`) standard moveset, Phase 2 (HP `33-66%`)
  unlocks new attacks + posture pool reset, Phase 3 (HP `<33%`) enters cinematic
  desperation arc with super-armor and one-shot mechanics. The bands are
  non-overlapping: the Phase 1 → Phase 2 transition fires the instant HP drops
  to 66%, and the Phase 2 → Phase 3 transition the instant HP drops to 33%.
- **Tells:** Every attack telegraphs at least 18 frames before damage
  application; "delay attacks" with shifting timings exist but no boss attack
  ever lacks a tell.
- **Recovery windows:** Every boss combo ends in a recovery window of at least
  24 frames so the player can land a punish.
- **Parry-able set:** At least 3 attacks per phase are parry-eligible (visible
  cue: red flash on weapon trail).
- **Cinematic counter** on posture break: every boss has a unique mocap'd
  finisher sequence that fires on posture break.

#### Boss Rush Ladder

Curated boss-rush ladder mode: a sequence of 6-12 bosses chained back to back
with limited heal flask refills. Leaderboard for best time per ladder tier.

### RTS Cell

Two sub-rulesets: StarCraft-style asymmetric, Age of Empires-style historical.

#### StarCraft Asymmetric

Three asymmetric factions, fast-paced RTS, ladder-driven competitive.

#### Three Faction Roster

Inspired by StarCraft's Terran / Zerg / Protoss design but original IP:

- **Vanguard (analogue: Terran)** — industrial mech faction. Builds mobile
  bases, repairable units, scan-and-cover doctrine. Hero unit: a
  battlecruiser-class Sovereign.
- **Swarm (analogue: Zerg)** — biomass faction. Creep-spread basebuilding,
  larva-morph unit production, fast economy. Hero unit: a winged Brood Mother.
- **Choir (analogue: Protoss)** — psionic faction. Warp-in production, shielded
  units, expensive but powerful. Hero unit: an Arch-Templar with archon-merge.

#### Build Orders and Tech Trees

- **Resource economy:** two resource types ("Ore" and "Crystal"), matching
  StarCraft 2's Mineral/Gas economy.
- **Worker count cap:** 18 workers per base optimal (mineral patches scale
  this).
- **Tech tree:** 3 tiers per faction, ~8 units per faction, tier-up costs match
  StarCraft 2 (Lair=~100/100 gas, Hive=~200/150 gas).
- **Build orders documented:** the wiki ships with the launch-window opener meta
  for each faction.

#### Fog of War

- **Three states:** Unexplored (black), Explored-but-out-of-vision (grayed),
  Visible (bright). Standard RTS.
- **Cloaking / detection:** Some units cloak (visible only to detector units);
  detector units carry "scan" abilities.

#### RTS Ladder

- **Ranks:** Bronze, Silver, Gold, Platinum, Diamond, Master, Grandmaster.
- **MMR-based matchmaking** with placement matches; seasonal resets.
- **Replay download:** Every ladder match's replay is available to both players
  plus public sharing.
- **Spectator portal:** Top-100 players' matches are publicly viewable via web
  spectator.

#### Age of Empires Historical

A historical-era RTS variant under the same engine.

#### Civ Roster and Wonders

At launch, **12 civilizations**, each with unique units (1-3), architectural
set, and a Wonder.

Example civs (final list in §29.2):

- **Britons** — Longbowmen unique, hilltop village set, Stonehenge Wonder.
- **Mongols** — Mangudai unique, yurts set, Karakorum Wonder.
- **Aztecs** — Jaguar Warrior unique, stone set, Templo Mayor Wonder.
- **Japanese** — Samurai unique, paper-and-tile set, Himeji Castle Wonder.
- **Vikings** — Berserker unique, longhouse set, Mead Hall Wonder.
- **Mali** — Camel Archer + Gbeto, Mali set, Djinguereber Mosque Wonder.
- **Khmer** — Ballista Elephant, jungle-temple set, Angkor Wat Wonder.
- **Ethiopians** — Shotel Warrior, Aksumite set, Lalibela Stelae Wonder.
- **Yorubá** — Ile-Ife Cavalry + Ogboni, brass-courtyard set, Ife Bronze Wonder.
- **Bantu / Kongo** — Nkisi Mage + Kanga Spearman, Kongo set, Mbanza-Kongo
  Wonder.
- **Persians** — War Elephant, Achaemenid set, Persepolis Wonder.
- **Aboriginal Australians** — Boomerang Skirmisher, gunyah set, Uluru Wonder.

(Each civ's design and cultural rep is reviewed by a sensitivity-reading team —
see §61.)

#### Age-Up Progression

- **Five ages:** Dark, Feudal, Castle, Imperial, Industrial.
- **Age-up cost** scales with population pressure; reaching a new age unlocks
  units and tech.
- **Wonder victory:** Build a Wonder, defend it for 7 in-game minutes, win the
  match (default; configurable).

#### Co-op Tower Defense Variant

Asymmetric: one player commands a Wonder defense; one to three players control
attacker waves on the same RTS map. PvE mission variant for solo or 1-3 player
co-op.

### 2D Run-and-Gun Cell

The smallest cell, but mandatory at launch: a 2D side-scrolling run-and-gun
homage to Contra and similar run-and-gun classics.

#### Contra Side-Scrolling

Features:

- **Camera:** Side-scroll, 2D, parallax background. Engine: UE5's Paper2D +
  Niagara for projectile effects.
- **Controls:** 8-directional aim with right-stick (or arrow keys), jump, shoot,
  dash. Crouch toggles in some stages.
- **Movement:** Run, jump (variable height), wall-slide, drop-through platform,
  hang/climb ladder.
- **Health model:** One-hit-kill default with extra-lives inventory (3 lives +
  continues); accessible difficulty preserves one extra hit per life for new
  players.
- **Co-op:** 2P local couch co-op, 4P online co-op (screen-edge tethering
  optional).

#### Weapon Pickup Library

Iconic Contra power-ups:

- **Spread Gun (S)** — five-bullet fan, mid-range, default favorite.
- **Laser (L)** — single-target piercing beam, high damage.
- **Machine Gun (M)** — high rate, narrow.
- **Fire (F)** — short-range arc flames.
- **Crush (C)** — chargeable shotgun-like blast.
- **Homing (H)** — homing missiles.
- **Barrier (B)** — temporary invuln barrier (4s).

Power-up rules:

- **One weapon per player** at a time (no dual-wield); switching drops current.
- **Powered-up state** (yellow weapon icon) increases fire-rate by 1.5×; one
  death drops the powered-up state.

#### Branching Stage Routes

Each stage has 2-3 branching routes that meet at the boss room. Score-bonus
loops encourage skilled players to take harder routes.

#### Two-Player Local Co-op

Mandatory local 2P co-op (couch). 4P online co-op supported. Co-op friendly fire
toggled by host.

#### Arcade Boss Gauntlet

A boss-rush mode with weekly rotating challenge; leaderboard tracks fastest
no-death clears.

## Shared Systems

### Shared Cross-Cell Systems

Every cell relies on shared subsystems. The features below are not per-cell but
cross-cell capabilities exposed to all rulesets.

#### Operator / Hero / Unit Roster

V4 ships with **one unified roster** that surfaces differently in each cell:

- A **named operator** in the tactical FPS cell appears as a **playable hero**
  in the RTS cell (single-unit hero, no production line).
- The same operator's **face mocap** is reused for their Wukong-cell action-RPG
  appearance if they're cast as the cell's protagonist.
- 2D **chibi sprites** of each operator are authored for the Contra cell.

Roster scale at launch:

- **34 canonical shared operators**, broken down as: 12 Tactical Special-Forces
  operators, 8 RTST squad members, 6 Wukong-cell heroes, and 8 RTS hero units.
- The **8 RTST squad members** are a shared pool that fills both the 6-archetype
  Commandos WW2 squad and the 6-archetype Wild-West Desperados squad: 6
  Wild-West-capable characters are flagged inside that shared pool, with 4
  operators crossing both Commandos and Desperados via faction reskins.
- R6 Modern separately ships **40 mode-specific PvP operator slots** in its own
  table (§16.3); those are not the canonical cross-cell roster.
- **Each operator** has a full mocap'd cinematic intro, a faction allegiance, a
  unique gadget/spell/ability, a voice line library (~120 barks), and a rivalry
  pair.

#### Cross-Cell Persistence and XP

A unified **Operator XP** track persists across all cells:

- Playing **R6 Modern** with Operator X earns Operator XP for X.
- Playing **RTS** with hero unit X also earns Operator XP for X (lower rate,
  since X is only briefly the focus).
- Operator XP unlocks: cosmetic skins (cross-cell), perk slots (cell-specific),
  titles, animated emotes.
- **Account XP** is a separate progression track that levels independent of
  operator choice; unlocks cosmetics, battle-pass tiers, calling cards.

#### Unified AI Perception Model

`V4Perception` is one engine-level subsystem that powers vision, hearing, and
suspicion for every NPC in every cell. Configured via data tables
(`V4Perception_Settings`), tuned per-cell-default but overridable per-NPC.

- **Sense list:** Sight, Hearing, Damage, AlarmTrigger, BodyFound,
  HostileDetected.
- **Suspicion-level state machine:** Calm → Curious → Alert → Hostile.
- **Stimulus propagation:** Sound radius, alert radius, body-found radius all
  parameterized.
- **Faction recognition:** NPCs recognize disguises via faction tags; Enforcers
  cross-check tags + appearance.

#### NPC Crowd System

`V4Crowd` powers dense civilian populations in Hitman maps and AoE-style
village/city RTS scenes.

- **Density:** Up to 400 simultaneous NPCs on a single map (dense-sandbox
  performance budget).
- **Behavior tiers:** Background (low-LOD pathing only), Medium (LOD with
  schedules), Hero (full perception, full schedules).
- **Panic propagation:** When gunfire or body discovery fires, panic spreads at
  4 m/s across the crowd; crowd flees to nearest exfil node.
- **Disguise check (Hitman):** NPCs whose disguise class matches Player's
  disguise become Enforcers within visual range.

#### NPC Daily Schedules

Each named NPC in a sandbox level has a **schedule** — a sequence of nodes
(waypoint + task + duration) that loops every mission session.

- **Authoring:** `V4Editor`'s schedule editor lets designers (and creators via
  Mission Editor) place nodes on the map and chain them.
- **Task vocabulary:** Walk-To, Stand-Idle, Sit-Bench, Drink-At-Bar,
  Talk-To-NPC-X, Use-Toilet, Patrol-Loop, Smoke-Cigarette, Pray, Pose-For-Photo.
- **Hooks:** Player actions can hook schedule transitions (e.g., a target
  receives a phone call when player picks up a planted phone, triggering
  schedule branch).

#### Disguise / Social Stealth

Reused in Hitman and Commandos/Desperados (where Spy uses disguises).

- **Disguise inventory:** Each map has 6-12 disguise classes; player picks one
  up by knocking out / killing an NPC and dragging into a hiding spot to swap
  clothes.
- **Enforcer NPCs:** NPCs in the same disguise class as the player are Enforcers
  — they recognize Player on sight in less time (range ~6 m).
- **Off-class NPCs:** Treat the player as a normal member of the disguise class.
  Some disguises grant access to restricted zones.
- **Suspicion modifier:** Disguise reduces base suspicion for restricted zones
  by 70%; carrying obvious weapons or doing suspicious actions re-introduces
  suspicion.

#### Stealth-Kill / Takedown Library

Cross-cell takedown verbs, animation-paired:

| Verb                 | Cells                    | Animation                        | Sound  |
| -------------------- | ------------------------ | -------------------------------- | ------ |
| **Sneak choke**      | All stealth              | Rear-arm chokehold (3s)          | Quiet  |
| **Garrote**          | Hitman                   | Wire-around-neck (2.5s)          | Silent |
| **Stab-and-cover**   | Splinter Cell, Commandos | Knife thrust + mouth cover       | Quiet  |
| **Slit throat**      | Desperados, Commandos    | Knife slice + body drop          | Quiet  |
| **Pillow / hood**    | Hitman                   | Suffocate seated target          | Silent |
| **Syringe / poison** | Hitman, Commandos        | Inject (sleep or poison)         | Silent |
| **Brick to head**    | Hitman                   | Improvised club, one-shot pacify | Quiet  |
| **Coin / Stone**     | Multiple                 | Stun + follow-up                 | Light  |
| **Drown**            | Hitman                   | Head into liquid                 | Silent |
| **Push off ledge**   | Hitman                   | Single hand push                 | Silent |

#### Cover, ADS, Recoil, Stance

Tactical FPS shared mechanic set:

- **Cover system:** Sticky cover (lean to peek), free-aim cover (semi-blind
  fire), hold-stance cover.
- **ADS (aim down sights):** scoped, holographic, iron, red-dot, thermal,
  variable zoom (1×-8×).
- **Recoil pattern:** Per-weapon recoil curve; recoil is deterministic (same
  curve every time) so it's learnable. Recoil modulated by stance (prone -40%,
  crouch -20%, standing baseline, moving +30%).
- **Stance vocabulary:** Stand, Crouch, Prone, Lean-Left, Lean-Right,
  Slide-Cover.
- **Weapon attachments:** Up to 6 attachment slots per gun (sight, barrel,
  underbarrel, magazine, grip, stock); each attachment modifies handling,
  recoil, mobility, ADS speed.

#### Vehicle Library

Vehicles shared across cells:

| Vehicle               | Cells                      | Role                         |
| --------------------- | -------------------------- | ---------------------------- |
| **MH-6 Little Bird**  | CoD campaign, R6 insertion | Insertion + door gunner      |
| **AC-130 / gunship**  | CoD setpiece               | Aerial gunship setpiece      |
| **Snowmobile**        | CoD, Splinter Cell         | Vehicle chase scenes         |
| **Humvee / SUV**      | All tactical               | Light recon, insertion       |
| **Cargo truck**       | All tactical, RTS          | Transport                    |
| **Tank**              | CoD, Commandos             | Driveable in select missions |
| **Helicopter (Huey)** | Commandos, CoD             | Insertion + door gunner      |
| **Horse**             | Desperados                 | Long-distance traversal      |
| **Sail boat**         | Commandos (Norway)         | Naval infiltration           |
| **Submarine**         | CoD setpiece               | Setpiece moment              |
| **Galley / Trireme**  | RTS (AoE Historical)       | RTS naval unit               |

#### Sports Vehicle Modes

`DA_SportsVehicleModes` adds four P3 vehicle competitions: vehicle soccer with
boost pads, ball physics, and golden-goal overtime; vehicle stunt with combo
multipliers and replay cameras; crash mode with Chaos destruction scoring and
crashbreaker pulses; and a Trackmania-style time trial with instant restart,
checkpoint splits, deterministic ghosts, and ranked ghost validation.

#### Procedural Layout Generator

`V4Procgen` powers roguelike-tactics campaigns and procedural daily missions.

- **Inputs:** Cell, mission archetype, length, NPC density, environmental
  hazards, day/night.
- **Outputs:** Sandbox map authored from chunks; NPC schedules; mission
  briefing; exfil points.
- **Determinism:** Same seed = same map (community can share seeds).
- **Validation:** Generated maps run a playability test (player can reach exfil,
  all objectives reachable) before being served.

### Mission Architectures

V4 supports five distinct mission architecture patterns; each is documented so
designers and creators can pick the right pattern per cell.

#### Linear Cinematic

Defining the CoD campaign and most ARPG levels. Single critical path, scripted
setpieces, no branching outside narrow dialogue / objective options.
Sequencer-driven cinematics at chapter boundaries.

#### Branching Tactical

Defining the R6 Raven Shield campaign. Multi-route layouts where a planning step
lets the player author the route, with multiple solutions per mission. 2-4 entry
points, 2-3 objective orders, configurable difficulty.

#### Sandbox (Hitman / Commandos)

Defining Hitman, Commandos, and Desperados. Open level with multiple objectives,
multiple solutions, dense NPC schedules, replayable for discovery and contract
authoring.

#### Procedural / Roguelike

Procedurally laid-out missions per roguelike campaign (V4Mode_Roguelike). Daily
seeded missions for community competition. Random NPC composition, random
objectives, random map within an archetype.

The P3 Hades-style roguelike adventure layers permanent Shadow Intel
meta-progression over the eight-mission tactical run: five persistent upgrade
tracks, a 12-boss unique roster, and a 24-boon draft pool that rewards boss
defeats and changes operator builds for the current run.

#### Open-Map RTS

Defining StarCraft and Age of Empires missions. A large open map with build
sites, resource patches, and unit limit; victory by elimination, wonder,
holdout, or escort.

#### Side-Scroll Stages

Defining Contra. Linear scrolling stages with branching mid-paths and end-boss
arenas.

## Game Modes

### Campaign Modes

| Campaign                        | Cell                         | Mission Count                  | Length       |
| ------------------------------- | ---------------------------- | ------------------------------ | ------------ |
| **Tactical Campaign: Raven**    | Tactical FPS (Raven Shield)  | 16                             | ~25-30 hours |
| **Modern Warfare**              | Tactical FPS (CoD)           | 12                             | ~10-12 hours |
| **Stealth Agent (Splinter)**    | Tactical FPS (Splinter Cell) | 10                             | ~14-16 hours |
| **Agent's World Tour (Hitman)** | Tactical FPS (Hitman)        | 10 sandboxes                   | ~30-50 hours |
| **Commandos WW2**               | RTST                         | 12 + 6 side                    | ~30-40 hours |
| **Desperados Wild West**        | RTST                         | 10 + 4 side                    | ~25-35 hours |
| **Champion's Path (Wukong)**    | Action RPG                   | 8 chapters                     | ~50-60 hours |
| **Conquest (StarCraft)**        | RTS                          | 30 missions                    | ~25-30 hours |
| **Civilization (AoE)**          | RTS                          | 12 civ branches × 6 missions   | ~50-60 hours |
| **Contra Run (Arcade)**         | 2D                           | 8 stages                       | ~3-5 hours   |
| **Crossover: The Shadow War**   | Multi-cell                   | 6 cinematic crossover missions | ~10 hours    |

The **Shadow War** campaign is the unifying narrative arc: a covert war between
two clandestine power blocs — **Modern Forces** and the **Resistance** — in
which the same operators appear in multiple cells across the same crisis.
Missions move between cells (a Hitman-cell assassination of a key target sets up
a CoD-cell battle that sets up a StarCraft-cell coastal invasion).

### Skirmish and Quick-Play Modes

| Mode                    | Cell         | Players | Description                       |
| ----------------------- | ------------ | ------- | --------------------------------- |
| **Tactical Skirmish**   | Tactical FPS | 1-4 PvE | Quick AI tac-FPS mission          |
| **RTST Quick Mission**  | RTST         | 1 PvE   | Random sandbox + objective        |
| **Wukong Hunt**         | Action RPG   | 1 PvE   | Spawn boss in a random arena      |
| **RTS Skirmish**        | RTS          | 1-8     | Standard RTS vs AI (configurable) |
| **Contra Stage Select** | 2D           | 1-4     | Pick any unlocked stage           |

### Co-op Modes

| Mode                               | Cell         | Players            | Description                      |
| ---------------------------------- | ------------ | ------------------ | -------------------------------- |
| **Tactical Co-op**                 | Tactical FPS | 1-4                | Campaign + Spec Ops missions     |
| **Wukong Two-Tail (co-op Wukong)** | Action RPG   | 2                  | Couch + online 2P                |
| **RTS Team Skirmish**              | RTS          | 2-8                | Allied vs AI                     |
| **RTS Tower Defense**              | RTS          | 1-4                | Wave defense on RTS maps         |
| **Contra Co-op**                   | 2D           | 2 couch / 4 online | Run a stage together             |
| **Commandos Co-op**                | RTST         | 2                  | Split squad; each player takes 3 |

### PvP Modes

| Mode                             | Cell         | Players | Description          |
| -------------------------------- | ------------ | ------- | -------------------- |
| **R6 5v5 Attack/Defense**        | Tactical FPS | 10      | Siege-era PvP        |
| **CoD 6v6 (TDM/Hardpoint/etc.)** | Tactical FPS | 12      | CoD MP suite         |
| **CoD Battle Royale**            | Tactical FPS | 100     | Warzone-class        |
| **Spies vs Mercs**               | Tactical FPS | 2v2     | Asymmetric stealth   |
| **RTS Ladder 1v1**               | RTS          | 2       | StarCraft 1v1        |
| **RTS Team 2v2 / 4v4**           | RTS          | 4 / 8   | Standard team ladder |
| **RTS Historical FFA**           | RTS          | 4 / 8   | AoE FFA              |

### Spec Ops and Horde Defense

A cross-cell PvE suite for 1-4 players, packaged as `V4Mode_SpecOps_Coop` and
`V4Mode_HordeDefense`.

#### Spec Ops

Short (15-30 min) co-op missions decoupled from campaign continuity, designed
for a single sitting. Each Spec Ops mission carries a star rating (1-3 stars)
based on completion time, accuracy, and stealth bonus; stars unlock the next
mission in an 18-mission ladder. Loadout is operator-choice from the player's
unlocked roster; difficulty scales enemy count and aim profile with party size
(1.0× / 1.45× / 1.90× / 2.35× for 1-4 players). A mission ends in success on all
objectives cleared, or failure on full-party-down with no revives banked. Spec
Ops missions cross cells — a tactical-FPS insertion can flow into an RTST
extraction segment on the same mission.

Post-launch online co-op variants are authored in `DA_SpecOpsOnlineCoop` and
implemented by `UV4SpecOpsOnlineCoopModel`: Marathon chains the full 18-mission
ladder into one continuous host-authoritative session with a persistent timer,
configurable difficulty floor, and cross-player team leaderboard; Endurance is
an endless-wave Spec Ops queue whose ammo pool and heal flasks diminish across
waves; the Temple Breach crossover mission places a tactical-FPS player and a
Wukong-cell player in the same room with asymmetric objectives. Spec Ops online
sessions support drop-in / drop-out through host-authoritative session records,
with the original host retained and host migration disabled for the mission.
`DA_SpecOpsPostLaunchOps` adds the weekly featured slate and Year-1 modifier
deck: contracts rotate weekly, apply mission-start modifier stacks such as
Vampiric Heal, Speed Demons, Iron Armour, and Inverted Vision Cones, and use
`UV4SpecOpsOnlineCoopModel::SelectModifierStackAtMissionStart` for deterministic
mission/week selection.

#### Horde Defense

Wave-based defense available in all six launch cells; the cell determines the
verb set but the wave director is shared. Players defend an objective (a beacon,
a Wonder, a hostage) against escalating waves.

- **Wave structure:** 20 waves per session; every 5th wave is a boss wave.
  Between waves a 30-second build/buy intermission lets players spend wave
  currency on ammo, gadgets, fortifications, or revives.
- **Wave director:** scales spawn rate, enemy tier mix, and special-enemy
  frequency to the rolling per-player kill rate and the number of players still
  standing — the curve targets a 60-70% completion rate for a coordinated party.
- **Per-cell variants:** Tactical FPS (operators hold a building against
  insurgent waves), Stealth (find-and-evade — waves hunt the players, who must
  stay hidden and thin the patrol), Wukong (yaoguai swarms with a phase boss
  every 5th wave), RTS (the Tower-Defense variant on RTS maps), Contra (a 2D
  horde stage with looping screen and bullet-pattern escalation).
- **Post-launch crossover:** Fireteam Stronghold
  (`Horde.TacticalRTSTBaseDefense`) lets a tactical-FPS fireteam defend an
  RTST/Tactics-cell base from wave attackers with the shared wave director.
- **Failure and scoring:** objective destroyed or full party down ends the run;
  the score is wave reached × difficulty multiplier, posted to a per-cell
  leaderboard.
- **Drop-in:** a new player can fill an empty party slot at the next wave
  intermission; mid-wave joins are held until the intermission.

### Training, Trials, Tutorials

Per-cell training surfaces, all offline and pause-friendly. Training surfaces
never gate content — they are optional — but completing a cell's tutorial flight
is a soft prerequisite the matchmaker uses to seed new players into a lower MMR
band.

- **Range / Dummy Range** — tactical FPS weapon training: every weapon and
  attachment is free to equip, AI dummies spawn at fixed and moving range bands,
  the recoil pattern of the held weapon is overlaid as a ghost trace, and damage
  numbers show per hit-zone (head, chest, limb) so players can study
  time-to-kill.
- **RTS Build-Order Trainer** — a stress-free map with no enemy: the player
  selects a published opener and the trainer overlays the target build timeline,
  flagging each step as on-time, early, or late against the reference. An AI
  ghost can replay the opener's input log alongside the player.
- **Wukong Parry Trainer** — a boss-attack rehearsal room: the player picks a
  boss and an attack, the attack loops on demand, and the parry window is drawn
  as an on-screen frame bar that flashes on the parry-eligible frames. Tracks a
  rolling parry-success percentage.
- **RTST Cone Calibration Range** — an interactive scene that teaches
  vision-cone reading: cones are rendered with the alert-level color coding,
  patrol routes are visible, and the player practices threading a route without
  raising suspicion. Includes a light/shadow segment.
- **Contra Stage 1 Drill** — a forgiving practice run of Contra Stage 1 with
  accessibility difficulty on (one extra hit per life), used to onboard new
  run-and-gun players.
- **Master Tutorial** — a curated ~90-minute guided flight that visits all six
  launch cells in sequence, introducing each cell's core verb set in a scripted
  micro-mission. Progress saves per cell so the flight can be resumed; it can be
  replayed from the main menu at any time.

### Replay Theater, Spectator, Coach Mode

Replay capture, playback, live spectating, and coaching, served by
`V4Mode_Replay`, `V4Mode_Spectator`, and the replay-service backend.

#### Replay Capture and Store

Every multiplayer match records a replay; RTS and lockstep modes record an
input-bundle stream (~1 MB per 30-minute match), all other modes record a
UE-native demo. Replays are uploaded to the cloud at match end. Retention is 14
days by default; a player can star a replay to move it into the per-account
vault for lifetime keeping (up to 500 starred per account). Single-player runs
save replays locally; cloud upload is opt-in.

#### Replay Viewer

The viewer offers a free-flight camera plus per-player follow cameras,
picture-in-picture for up to four simultaneous player feeds, frame-step,
variable-speed scrub (0.1×-8×), and a timeline the player can drop bookmarks on.
RTS and lockstep replays support true rewind because they re-simulate from
inputs; demo-based replays scrub forward freely and seek by keyframe. A clip can
be exported to MP4 via the Movie Render Queue pipeline at up to 4K.

#### Spectator Portal

A web app (`apps/v4/spectator/`) for live and recorded viewing. It carries a
per-camera picture-in-picture grid, an observer following the match director's
cuts, a telemetry-rich HUD (economy, positions, win-probability), and a
configurable delay (default 90 seconds) for competitive integrity. Top-100
ladder matches are publicly listed; esports broadcasts route through the same
portal with the broadcast camera presets.

#### Coach Mode

An instructor and a student join the same replay session. The instructor
controls playback (pause, scrub, speed), can draw freehand annotations and place
markers on the frozen frame, and can jump the session to any tagged moment. The
student sees the instructor's camera and annotations in real time. Coach Mode
works on any replay either party owns, including ladder and campaign replays.

### Per-Ruleset Signature Modes

Signature modes mark each cell's premium identity beyond generic skirmish. Each
is an evergreen mode (not a rotating event), tracked in the Codex with its own
completion stats.

- **R6 Raven Shield Anniversary** — the 16-mission Raven Shield campaign rebuilt
  with current-gen lighting and a modernized planning UI, kept as a separate
  selectable campaign. Original mission flow and objective placement are
  preserved; only the tac-map authoring affordances are updated. A retro toggle
  swaps the HUD to a 2003-style skin.
- **CoD Zombies-class** — a co-op (1-4 player) round-based wave-defense mode
  with wall-buy weapons, a points economy earned per kill, perk machines that
  grant permanent run buffs, a Mystery Box weapon roll, and a multi-step
  Easter-Egg quest per map that ends in a unique reward. Rounds escalate enemy
  health and speed indefinitely; the run ends on full party down. Three launch
  maps.
- **Splinter Cell Black-List Ops** — a curated set of 12 co-op (1-2 player)
  stealth missions scored on a non-lethal / ghost / panther style rating,
  reusing the light/shadow gauge and gadget loadouts of the Splinter Cell
  sub-ruleset.
- **Hitman Elusive Targets** — once-per-week, single-attempt contracts on the
  live sandbox maps. The target has a bespoke schedule and is not marked on HUD;
  a death, an abort, or a mission-fail permanently closes that target for the
  account. Completions are timestamped to a global community leaderboard; the
  target window stays open 7 days.
- **Commandos Lost Patrols** — six branching "what-if" missions on
  alternative-history maps, using the Commandos six-character squad. Each
  mission has 2-3 outcome branches that change the next mission's starting
  conditions.
- **Desperados Bounty Hunt** — procedurally seeded bounty contracts on
  open-frontier maps: a named target, a reward tier, and an optional
  capture-alive bonus. New bounties roll daily; the Desperados squad and
  Showdown Mode carry over.
- **Wukong Mirror Veneration** — a boss-rush ladder with a weekly rotating
  modifier set (e.g., halved heal flasks, doubled posture damage, no
  transformations). Leaderboard tracks fastest clear under the active modifier.
- **StarCraft Co-op Commander** — co-op (2-player) PvE missions where each
  player picks one of three commander hero units, each with a faction-asymmetric
  power set and its own mastery track that levels across missions.
- **AoE Empire of Empires** — a large-population mega mode: 1200-pop cap per
  player, oversized maps, matches running up to two hours, supporting up to 8
  players. Reserved for high-end platforms; stripped on memory-constrained
  targets.
- **Contra Survival** — an endless run-and-gun mode with looping stages, a
  per-loop difficulty ramp on enemy density and bullet-pattern complexity, and a
  leaderboard for furthest loop and highest score on a no-continue run.

### AI Director and Adaptive Difficulty

The AI Director is a PvE-only pacing system: it samples a rolling performance
window and nudges difficulty parameters within a bounded band so a struggling
player is not walled and a dominant player is not bored. It never touches
competitive PvP.

- **Performance window:** the Director scores the last 90 seconds on damage
  taken, objective progress rate, deaths, and (in stealth cells) detection
  events, producing a single 0.0-1.0 pressure value.
- **Adjustment band:** each tunable has a floor and ceiling so the Director can
  never make a fight trivial or impossible. The Director moves a parameter at
  most one step per 30 seconds, and only outside a deadband around the target
  pressure, so changes are gradual and not whiplash-inducing.
- **Per-cell tunables:**
  - Tactical FPS: enemy aim accuracy (±15%), reaction time (±120 ms), grenade
    frequency, reinforcement-wave timing.
  - RTST: NPC patrol density, vision-cone half-angle (±10°), suspicion decay
    rate, time between alert cool-downs.
  - Wukong: incoming boss damage (±20%), parry-window width (±1 frame, never
    below the published 6-frame floor), heal-flask drop rate.
  - RTS (campaign only — never ladder PvP): AI economy income bonus, AI
    attack-wave timing, AI scout frequency.
  - Contra: enemy spawn density, projectile pattern density, power-up drop rate.
- **Boss exclusion:** the Director freezes its adjustments during scripted
  boss-fight phases so authored encounters read as designed; it resumes between
  phases.
- **Adaptive difficulty opt-out:** a settings toggle pins difficulty to the
  selected fixed tier (Recruit through Realism, or the cell equivalent).
  Achievements and leaderboard eligibility are unaffected by the toggle state.
- **Post-launch refinement:** `DA_AIDirectorPostLaunchRefinement` calibrates
  Tactical FPS tuning against the launch-window skill distribution and Wukong
  tuning against parry-success telemetry, with the chapter-2 boss clear rate
  held inside the 35-55% within-five-attempts target.
- **Safety invariant:** refined Director adjustments are rejected if the profile
  would read as rubber-banding, purist opt-out disables adaptive AI entirely,
  and a build-time PvP hook assertion keeps Director code out of competitive
  modes.

## Content Inventory

### Roster and Content Inventory

A consolidated inventory of every shippable content unit at launch.

Numbers below are the launch targets that the TODOs §15–§31, §42–§45 must
deliver. Final inventory is **the union of these rows**; do not bring forward
work from any unreferenced row without an architecture decision record (ADR).

| Category                              | Count     | Authoring section |
| ------------------------------------- | --------- | ----------------- |
| Canonical shared operators            | 34        | §42               |
| R6 Modern PvP operator slots          | 40        | §16.3             |
| Tactical FPS — Raven Shield missions  | 16        | §15.4             |
| Tactical FPS — R6 Modern PvP maps     | 6         | §16.5             |
| Tactical FPS — CoD Campaign missions  | 12        | §17.2             |
| Tactical FPS — CoD MP maps            | 10        | §18.5             |
| Tactical FPS — CoD Warzone map        | 1 (9 km²) | §19.2             |
| Stealth — Splinter Cell missions      | 10        | §20.7             |
| Stealth — Spies-vs-Mercs maps         | 5         | §21.4             |
| Stealth — Hitman sandbox maps         | 10        | §22.2             |
| RTST — Commandos missions + side ops  | 12 + 6    | §24.7             |
| RTST — Desperados missions + side ops | 10 + 4    | §25.6             |
| Action RPG — Wukong areas             | 12        | §26.9             |
| Action RPG — Wukong bosses            | 30        | §26.8             |
| RTS — StarCraft-style maps            | 20        | §28.7             |
| RTS — Age of Empires-style maps       | 24        | §29.6             |
| RTS — Tower-Defense maps              | 8         | §30.3             |
| 2D — Contra stages                    | 8         | §31.6             |
| Vehicles drivable                     | 28        | §43               |
| Weapons authored                      | 110       | §44               |
| Gadgets                               | 60        | §45               |
| Disguise classes (across Hitman maps) | 60–120    | §46               |
| Languages (full VO)                   | 12        | §61.2             |
| Subtitle languages                    | 14        | §61.3             |
| Cinematic minutes (pre-rendered)      | ~30       | §17.6             |
| Companion app launch surfaces         | 7         | §73               |

### Map Lore, Signature Maps, Day/Night, Weather, Crowd

How maps carry identity, atmosphere, and ambient life beyond their layout.

- **Per-map lore card:** a 200-300-word in-fiction card placing the map in the
  Shadow War narrative, openable from the loading screen and the in-match pause
  menu. The card is authored once and reused across every mode that runs on the
  map. The runtime source is `V4/maps/map-lore.json`, mirrored by
  `DA_MapLoreRuntime`; `WBP_InMatchCodexAccess` opens the current map's Codex
  card without leaving the match.
- **Signature maps:** each PvP-capable cell designates one flagship map per
  faction in its rotation. A signature map gets a one-of-a-kind ambient music
  track, a hand-authored skybox, and a higher environment-art budget than
  rotation maps. `DA_SignatureMapAmbientTracks` binds the five faction flagships
  to unique `SignatureMapAmbience` MetaSounds. Signature maps anchor esports map
  pools.
- **Day/Night cycle:** sandbox maps (Hitman, Commandos, Desperados) carry a
  time-of-day setting chosen per mission or rolled per Quick Mission. Time of
  day shifts NPC schedules (a night gala has different patrols than a daytime
  market) and lux levels, which feeds the stealth gauges. It does not change
  tactical PvP balance — PvP maps ship with a fixed, balanced lighting state.
  `DA_MapWeatherAndTimeOfDay` covers 42 sandbox maps across Hitman, Commandos,
  and Desperados with dawn/day/night schedule shifts.
- **Weather:** rain, fog, and snow are authored per map and can be fixed or
  rolled. Weather has measurable gameplay effect in some cells: RTST vision-cone
  range −10% in heavy fog, Wukong slip-rate +5% on wet stone surfaces, reduced
  sound-footprint propagation in rain (stealth easier). Tactical PvP weather is
  cosmetic-only to keep ranked play deterministic. The same map-weather asset
  points at `Weather.Rain`, `Weather.Fog`, and `Weather.Snow` Niagara cues.
- **Crowd density:** scaled to each map's design intent and the performance
  budget — a dense Hitman sandbox runs up to 400 simultaneous NPCs, an AoE-style
  village scene runs hundreds of villagers via the crowd tiers, a small Wukong
  combat arena runs ~12. Density never drops below the figure the map's stealth
  or social-stealth design depends on. `DA_MapCrowdDensityScaling` generates one
  density profile for every 102 launch map rows and keeps social-stealth NPC
  floors explicit.

## Creator and Community

### Creator Suite

A first-party authoring suite for community content.

#### Mission Editor

- **Per-cell editor:** Tactical Mission, Stealth Sandbox, RTST Mission, Wukong
  Arena, RTS Map, Contra Stage. Each loads its cell's mission template — the
  spawn, objective, and ruleset patterns from the matching cell module — so a
  creator works inside one cell's grammar at a time, not a generic toolbox.
- **Asset library:** the creator places props, NPCs, vehicles, objectives,
  schedules, vision cones, and scripted events from the shipped asset set. Mods
  may add to the library; creator content cannot reference unowned assets.
- **Mission script:** a Blueprint-class visual scripting graph for triggers,
  conditions, branching, dialogue, and story beats. The graph is sandboxed —
  scripts cannot call engine internals or arbitrary code.
- **Authoring states:** a mission moves Draft → Validating → Published →
  (Featured | Delisted). A Draft is editable and private; Published is immutable
  except for new versions; a moderation action moves it to Delisted.
- **Validation gate:** publishing requires three passes — the mission loads
  cleanly in Play-In-Editor, an AI path-test bot reaches every objective and an
  exfil, and the author records one full start-to-finish play-through. Failing
  any pass returns the mission to Draft with the failure reason.
- **Save quotas:** drafts and published missions count against a per-account
  storage quota; an empty editor opens to a template picker rather than a blank
  level.

#### Contract Author

For Hitman-cell community contracts; the full author UI, validation, browser,
leaderboard, and anti-cheat behavior are specified in the Hitman Sandbox Stealth
section (Player-Authored Contracts) and not repeated here.

#### RTS Map Editor

- **Terrain:** height-map sculpting with raise / lower / smooth / flatten
  brushes, texture painting per terrain layer, and water-plane placement.
- **Resource placement:** Ore and Crystal patches placed with a configurable
  yield per patch; the editor reports total economy per start position.
- **Start positions:** drag-and-drop player starts validated for 1v1, 2v2, 4v4,
  and FFA — the editor flags asymmetric resource access or unreachable starts
  before publish.
- **Triggers:** a trigger graph for campaign-style scripted scenarios (timed
  attack waves, objective reveals, scripted dialogue).
- **Validation:** every start position must reach every other and every resource
  patch by ground path; symmetric ladder maps additionally fail publish if the
  per-start economy is unbalanced beyond a small tolerance.

#### 2D Stage Editor

- **Pixel-art import:** sprites and tilesets import on a snap grid; the editor
  enforces the cell's tile dimensions.
- **Layout:** scrolling-room layout, platform and ladder placement, parallax
  background layer assignment.
- **Hazards:** placement of saws, pits, lava, and crushers with per-hazard
  timing where animated.
- **Enemy schedule:** enemy spawns are pinned to scroll positions along the
  stage so encounters trigger as the camera advances.
- **Boss arena:** a boss-arena designer with a multi-phase boss script (phase HP
  thresholds, per-phase attack pattern, arena hazards).
- **Validation:** an AI bot must traverse the stage from entry to the boss room
  on at least one route, and the boss script must define a defeat condition,
  before the stage can publish.

### Workshop and Mods

The workshop-service backend hosts community content; mods load as sandboxed
GameFeatures plugins.

- **Workshop hosting:** Steam Workshop on PC; EOS Player Studio for console
  crossplay where the platform-holder permits player-created content. Content
  published to one carries its metadata to the other.
- **Mod manifest:** every mod ships a manifest declaring which cells it
  modifies, its asset list, its dependencies on other mods, a semantic version,
  and the author identity. The client resolves and downloads the dependency
  closure before activating a mod.
- **Subscription flow:** a player subscribes from the in-game browser; the mod
  downloads, validates against its manifest, and appears in the relevant cell's
  content list. Unsubscribing removes the plugin cleanly on next launch.
- **Content moderation:** a two-stage gate — an automated nudity /
  extreme-violence classifier on upload, then a community-report queue.
  Confirmed violations trigger a takedown cascade (the mod and its dependents
  are delisted, subscribers are notified) following the Lilith-Rights pattern
  reused from V3.
- **Crash protection:** because each mod is an isolated GameFeature plugin, a
  mod that crashes is caught, auto-disabled, and reported to the player with a
  prompt to keep it disabled or re-enable at their own risk. A crashing mod
  cannot take down the base game.
- **Versioning:** a published mod is immutable; an update is a new version.
  Subscribers are offered the update and can pin an older version if a newer one
  breaks their setup.

### Custom Tournaments, Profile Cards, Match History

- **Custom tournament authoring:** community organizers create brackets of 16,
  32, 64, or 128 players in single- or double-elimination. The organizer sets
  the cell, mode, map pool, and mod whitelist; the bracket renderer advances
  automatically as reported match results land. Check-in windows and a no-show
  forfeit timer keep the bracket moving.
- **Player profile cards:** a shareable card showing per-cell stats, the
  account's top operators by playtime, recent match results, faction allegiance,
  rank badges, and an achievement showcase the player curates. Streamer mode
  hides identifying fields (see the Streamer, Speedrun, Coach Modes section).
- **Match history:** every match the account played is listed, searchable and
  filterable by mode, cell, date range, operator, and result, with a link to the
  match replay where one was retained.

### Community Features

- **Player of the Week:** the community team selects one player weekly, weighing
  telemetry standout performances, community votes, and esports impact; the pick
  is surfaced in the front-end news panel with a short write-up. The implemented
  curation flow lives in `V4/community/community-features.json` with explicit
  Submitted -> Published states, replay evidence, telemetry snapshots, safety
  review, and audit history.
- **Squad Showcase:** a rotating feature of creator squads with links to their
  VODs, refreshed weekly alongside Player of the Week. Each featured creator
  squad VOD has a `/community/squads/[slug]` page with chaptering, creator
  attribution, and approval windows.
- **Gallery:** players submit screenshots and replay clips; submissions pass the
  same moderation classifier as workshop content before a curated set is shown
  in-client on the front-end gallery surface. `DA_CommunityGallery`,
  `WBP_GalleryShowcase`, `L_UI_Gallery`, and `DA_FocusGraph_Gallery` define the
  in-game showcase and screenshot/replay moderation states.
- **Newsletter:** an opt-in bi-weekly email carrying patch notes, an esports
  recap, the art showcase, and the community spotlight. Opt-in state is part of
  the account's communication preferences and is honored across regions through
  the `/api/community/newsletter` double-opt-in endpoint.

## Online Services and Networking

### Online Services

#### Login / Account / Sessions

- **Login:** OnlineSubsystem + OnlineServicesEOS issue a session token at
  launch; the first-party V4 account is the primary identity, with OAuth 2.0
  against the platform identity provider. Access tokens are short-lived; refresh
  tokens rotate.
- **Account linking:** a first-party account links any of Steam, PSN, Xbox Live,
  Nintendo, Apple Game Center, and Google Play Games. A platform account can be
  linked or unlinked at any time; unlinking does not delete progression, which
  lives on the first-party account.
- **Session model:** three session kinds — Lobby (a party of friends staging
  before a match), Match (an active gameplay session), and Spectate (a read-only
  attach to a Match). A player is in at most one Match session at a time;
  leaving a Match returns them to their Lobby.
- **Failure handling:** if the login service is unreachable, the client falls
  back to offline mode — single-player and local multiplayer remain playable,
  and progression reconciles to the cloud on the next successful login.

#### Friends, Parties, Voice

- **Friends list:** one unified friend graph spanning all linked platforms,
  served by friends-service over WebSocket for live presence. Friends show
  current activity (cell, mode, in-match or in-lobby).
- **Parties:** party size caps by cell — 4 for tactical PvP, 8 for RTS team
  modes, 2 for Wukong co-op, 4 for general co-op. The party leader picks the
  mode and queues the whole party; party members who cannot meet a mode's
  platform or content requirements are flagged before queue.
- **Voice chat:** positional or channel voice in lobby and in match,
  push-to-talk or open-mic per player preference. Each player can per-channel
  mute any other; voice runs over a WebRTC SFU. A server-side transcription
  classifier monitors for abuse and feeds the report pipeline; voice is off by
  default for under-18 accounts pending parental opt-in.

#### Matchmaking, Skill, Region

- **Skill rating:** a per-cell Glicko-2 rating with a rating deviation that
  widens during inactivity, so a returning player is re-calibrated quickly. New
  accounts run placement matches before a rating is shown.
- **Match assembly:** the matchmaking-service builds a match by widening the
  acceptable rating band over queue time, balancing team average rating, and
  preferring same-region servers. A QoS ping pass selects the lowest-latency
  server among the candidate regions.
- **Region servers:** dedicated servers in ten regions — NA-East, NA-West,
  EU-West, EU-East, LATAM, APAC, AU/NZ, ME, Africa, India. Cross-region
  matchmaking is opt-in and surfaced with an expected-latency warning.
- **Queue priority:** the matchmaker prefers solos against solos and parties
  against parties so a coordinated party does not face five strangers; it trades
  this preference off against queue time once a wait threshold is passed. Target
  matchmaking p99 is ≤ 35 s at expected launch concurrency.

#### Leaderboards

- **Scope:** leaderboards are sliced per mode, per cell, and per region, plus a
  global view. Ladder ranks and signature-mode leaderboards (boss rush,
  contracts, Contra Survival) each have their own board.
- **Seasons:** competitive leaderboards reset on the 90-day season boundary,
  aligned with the battle pass; the prior season's standings are archived and
  remain viewable.
- **Visibility:** the top 100 of each ladder is public and links into the
  spectator portal; a player can always see their own placement and percentile.
- **Integrity:** ladder and contract leaderboard entries are validated by
  server-side replay analysis before they post; runs that fail validation are
  rejected, not silently dropped.

#### Replay Service

- All multiplayer matches store a replay for 14 days at no cost. A player can
  star a replay to move it into the lifetime per-account vault (up to 500
  starred). Un-starring returns it to the default expiry path. Replays are
  stored as blobs (S3 / GCS) keyed by match id; an expired unstarred replay is
  purged on the retention sweep. Verified speedrun submissions also feed the
  speedrun ghost archive, where faster ghosts supersede the active route ghost
  while preserving lineage.

### Network Quality, LAN, Server Browser, Private Rooms

- **NAT detection:** the client probes its NAT type at startup and warns when a
  strict / symmetric NAT is detected, since this degrades private-room peer
  connectivity; dedicated-server modes are unaffected.
- **Quality of service:** every client periodically pings all ten regions and
  caches a sorted latency list; matchmaking and the server browser surface the
  best three regions so a player can make an informed pick.
- **LAN play:** an offline lobby for RTS and tactical modes that runs without
  any backend connection — discovery is local-network broadcast, the match is
  peer-hosted, and no rating or progression is recorded (LAN play is for events
  and practice).
- **Server browser:** a list of community-hosted RTS, R6-style, and private
  rooms, filterable by cell, mode, map, ping, player count, and whether a mod
  whitelist is active. Joining honors the room's password and content rules.
- **Private rooms:** friends-only rooms for scrims and bracket play. The host
  configures cell, mode, map pool, rules, and team assignment. A private room
  can snapshot its state so a multi-game tournament can pause and resume across
  sessions. Host migration is available for private rooms (it is not used for
  matchmade dedicated-server play).

### Crossplay and Cross-Progression

- **Crossplay default on** for all PvE; opt-in for ranked PvP (some platforms
  forbid default opt-in).
- **Cross-progression** for cosmetics, operator XP, account XP.
- **Currency** (three tiers, matching `V4_ARCHITECTURE.md` § "Persistence &
  Profile"):
  - **Operator Tokens** — soft currency, earned in-game, cross-platform.
  - **Combat Points** — hard currency, purchased, per-platform per
    platform-store rules.
  - **Elite Tokens** — premium currency, earned through ranked play, cosmetic
    purchases only.

## Esports

### Esports and Tournament

- **Tournament server build:** a dedicated-server build with competitive
  features always on — an observer slot that does not occupy a player seat,
  broadcast camera tooling, pause-on-disconnect with a resume countdown, a
  telemetry-rich observer HUD, and forced replay-export at match end.
- **Sponsor branding hooks:** authored slots for crew names, team / faction
  icons, and in-game banner cards, populated per event by the esports-service
  rather than hard-coded.
- **Mod whitelist:** a tournament runs with only explicitly whitelisted Workshop
  content; the server rejects clients carrying non-whitelisted mods so every
  match is on a known content set.
- **Bracket integration:** the first-party bracket service syncs with Challonge
  and Start.gg so an event can be run from a familiar external tool while
  results flow back into V4's spectator portal.
- **Anti-collusion:** statistical detection tuned for the modes where collusion
  pays — RTS team ladders (deliberate feeding, win-trading) and Search & Destroy
  (round-throwing). Flagged matches route to manual review.

### Streamer, Speedrun, Coach Modes

- **Streamer mode:** a settings toggle that suppresses identifying data —
  account name, region, party-member names, and any IP-derived fields — from the
  in-game UI and the spectator feed, so a broadcasting player is not doxxed or
  stream-sniped by name.
- **Speedrun mode:** records a detailed, high-resolution run telemetry track
  (inputs, splits, route) alongside the replay. Runs are submitted through a
  portal where community moderators verify them against the replay before they
  post to the speedrun boards; verified runs also seed the ghost-data archive.
- **Coach mode:** the instructor-and-student replay session described in the
  Replay Theater, Spectator, Coach Mode section; not repeated here.
- **Twitch / YouTube extensions:** broadcast extensions for live viewer polls,
  Twitch Drop campaign hooks, and pick'em UIs for tournament viewers.

### Esports Pro Circuit, Broadcast Extras, Wildcard Format

- **Pro circuit:** Major / Minor / Open tiers define the first 12-month calendar
  in `V4/esports/pro-circuit/pro-circuit-2026.json`. Open results feed Minor
  seeding; Minor results feed Major seeding, so the circuit is a connected
  progression rather than isolated events.
- **Broadcast extras:** the spectator toolset for broadcast — picture-in-picture
  multi-feed, true replay-rewind on lockstep matches, saved observer-cam presets
  per map, and a sponsor lower-third overlay. The spectator portal exposes these
  producer tools next to the live match feed.
- **Wildcard format:** each Major opens with a Wildcard day on a Roulette format
  — the active ruleset changes per round, drawn from a published pool (e.g.,
  mirror match, abilities disabled, restricted weapon pool, single-cell
  gauntlet). The Wildcard pool is fixed before the event so teams can prepare;
  the per-round draw is what is random. `DA_WildcardRouletteRules` is the source
  of truth for Wildcard / Roulette rules variants.

## Live Service

### Live Service and DLC

V4 operates as a live service from day one. The unit of live content is the
90-day season; new playable content (operators, maps, campaigns) ships as
GameFeatures plugins so it can be added without a binary patch.

- **Battle pass:** a 100-tier pass per 90-day season with a free track and a
  premium track. The free track delivers a tier reward roughly every other tier;
  the premium track fills every tier. Tier progression is driven by Account XP;
  a tier-skip purchase is available. A finished season's pass is archived — its
  cosmetics do not return on the next season's pass.
- **Cosmetic-only content:** pass and store cosmetics — operator skins, weapon
  skins, charms, calling cards, emotes, sprays — never affect balance; a
  reskinned weapon shares its base weapon's stats exactly.
- **Operator DLC:** new operators release through the year as small GameFeature
  plugins. Premium-pass holders receive that season's in-season operators free;
  others can buy them with hard currency or earn them with soft currency once
  they leave the premium window.
- **Mission DLC:** larger paid drops — new tactical campaigns, new Hitman
  sandboxes, new RTS campaigns — at $9.99-$19.99. Mission DLC is content
  expansion, not a power purchase.
- **Hotfix channel:** balance and tuning ship out-of-band as data-table updates
  pushed within 30 minutes of approval, separate from the binary patch cadence.

### Battle Pass, Daily/Weekly Contracts, Faction System

Contracts are the recurring engagement loop layered on top of the battle pass;
completing them is the main non-match-result source of Account and Operator XP.

- **Daily contracts:** 3 contracts refresh at the 00:00 UTC server reset. Each
  is a small, specific objective (e.g., "win 2 tactical PvP matches", "complete
  a Hitman environmental kill", "reach Castle Age in an RTS match") worth a
  small XP reward. Unclaimed dailies do not stack — they are replaced at reset.
- **Weekly contracts:** 7 contracts refresh on the weekly boundary, each a
  larger objective worth a mid XP reward, and they persist for the full week so
  a player can complete them at their own pace.
- **Contract states:** a contract moves Offered → In Progress → Complete →
  Claimed; the XP is granted on claim. Progress is server-tracked and validated
  against telemetry so contracts cannot be spoofed.
- **Faction system:** a player declares allegiance to one of five factions — the
  three RTS factions (Vanguard, Swarm, Choir) or the two Shadow War power blocs
  (Modern Forces, Resistance). Faction-aligned play earns faction reputation,
  which unlocks a faction-themed cosmetic track and seasonal faction rewards.
  Allegiance can be changed, with a cooldown, but reputation is per-faction and
  does not transfer. A recurring season-long faction competition ranks the five
  factions by aggregate member contribution.

### Twitch Drops, Creator Partnership, Community Tools

- **Twitch Drops:** watch-time-linked reward campaigns run during launch and
  major events. A viewer links their V4 account to Twitch, accrues watch time on
  participating streams, and the reward (a cosmetic, occasionally an operator
  unlock) is granted to the linked account through EventSub-backed entitlement
  delivery. Campaign windows and reward tables are configured per event.
- **Creator code program:** content creators receive a code; hard-currency
  purchases attributed to that code pay the creator a revenue share. Attribution
  is per-purchase and reported to the creator through a dashboard, with tax/KYC,
  refund clawback, and fraud review before payout.
- **Community tools:** a press kit and media library of branded, license-clear
  asset packs (logos, key art, screenshots, music stems) for community artists
  and the broadcast extensions described in the Esports chapter. Creator-program
  members also receive an NDA-gated media bundle with variant trailers, BTS
  footage, and looped short-form B-roll.
- **Community spotlight operations:** `community-service` owns Player of the
  Week curation, player-submitted gallery publication, and bi-weekly newsletter
  dispatch while `creator-relations-service` owns the featured creator squad VOD
  window.

### Ranked Season Architecture

- **Season length:** 90 days, aligned with the battle pass and leaderboard
  resets.
- **Pre-season:** a 10-day window opens each season for a soft rating reset and
  placement matches before ranked rewards count.
- **Mid-season patch:** a balance patch lands at day 45 so the back half of the
  season plays on a tuned meta; it ships through the data-table hotfix channel
  where no binary update is required.
- **End-of-season rewards:** awarded on the account's peak rank reached that
  season, not its rank at the buzzer, so a player is not punished for
  experimenting late in the season.
- **Year-1 ladder split:** five distinct ranked ladders ship for
  `Ranked.Tactical.R6Modern`, `Ranked.Stealth.SpiesVsMercs`,
  `Ranked.RTS.Asymmetric`, `Ranked.RTS.Historical`, and `Ranked.ARPG.BossRush`;
  each has its own board, reward track, region slice, and archived seasonal MMR
  distribution.
- **Decay:** Diamond, Master, and Grandmaster accounts must complete one ranked
  match every 14 days to retain visible rank; Platinum and below never decay.
- **Transparency:** the public `/ranked` dashboard publishes per-ladder,
  per-region MMR histograms, while the in-game `RankedMatchmakingDiagnostic`
  panel explains the player's MMR delta, current search tolerance, rank band,
  party-size, latency band, region, and search expansion step.
- **Rewards and retrospective:** peak-rank rewards include charm, banner, emote,
  and animated calling card; the top 100 per region earn a championship gold
  frame, ranks 101-1000 receive a consolation bundle, and every season closes
  with a balance retrospective covering winrate deltas and meta shifts.

### Live Service Calendar

- **Seasonal themes:** five recurring themed windows — Winter Operation
  (December), Lunar New Year (Jan-Feb), Spring (Mar-May), Summer Heat (Jun-Aug),
  Harvest (Sep-Nov) — each bringing themed cosmetics, a featured playlist, and
  limited-time contracts. `DA_LiveServiceCalendar` is the runtime mirror for
  month-to-theme resolution.
- **Anniversary event:** the launch-anniversary window grants a free login
  bonus, a commemorative cosmetic, and a throwback Raven Shield 2003-style
  mission.
- **Charity drives:** one charity drive per year; the proceeds described to
  players up front go in full to a designated cause, with a store ledger and
  partner clearance record.
- **Console tie-ins:** platform-exclusive cosmetics (e.g., a PS5-themed weapon
  skin) run only with the platform-holder's marketing sign-off, and per the exit
  criteria, platform exclusivity never extends past cosmetics. Each launch
  platform family has an approved cosmetic-only tie-in.
- **Signature event modes:** `DA_SignatureEventModes` and
  `UV4LiveServiceSubsystem` author the Year-1 event-only slate: Halloween "Night
  Shift" is a tactical-FPS PvE horror playlist with reskinned NPCs and
  limited-time cosmetics; Holiday "Hometown Skirmish" applies festive map
  reskins to every launch cell and ships the limited-time
  `L_Event_Hometown_RTS_Skirmish` RTS map; Pride "Signal Colors" is a
  limited-time cosmetic suite with a creator-pick partner charity; Esports
  All-Stars is a mid-season exhibition ruleset variant.

### Operator and Account Progression, Codex, Encyclopedia

- **Operator XP:** each named operator levels independently from 1 to 100.
  Operator XP is earned at cell-scaled rates whenever that operator is played
  (the per-cell rates and the 5000-XP-per-operator daily anti-grind cap are
  defined in `V4_ARCHITECTURE.md` § "Cross-Cell Persistence & Operator XP").
  Operator levels unlock cross-cell cosmetic skins, cell-specific perk slots,
  titles, animated emotes, and operator-specific Codex entries. The runtime
  bounds and reward milestones are mirrored in `DA_ProgressionModel`.
- **Account XP:** a separate track from 1 to 1000 that levels regardless of
  operator choice and drives battle-pass tier progression, calling cards, and
  account-wide cosmetics. Account XP syncs through cross-progression and clamps
  at level 1000.
- **Codex:** an in-game encyclopedia with an unlockable entry for every weapon,
  gadget, operator, map, faction, civ, ruleset, and vehicle. Entries unlock
  through play (using the item, completing the map) and each carries lore text,
  an asset gallery, and design-process commentary. The Codex also hosts the
  cross-cell narrative timeline and the NPC schedule registry.
  `DA_CodexEntryLibrary` defines source coverage and authored sample entries,
  while `WBP_CodexShell` is the launch shell for locked/unlocked entry browsing.

### Per-Account Vault, Lifetime Replay Archive, Ghost Data Archive

- **Per-account vault:** lifetime storage for replays a player has starred, up
  to 500 per account. A starred replay survives the 14-day default retention
  sweep. Un-starring it returns it to normal expiry and the account-scoped vault
  listing keeps the remaining starred replays ordered by the time they were
  archived. The hard launch quota is up to 500 per account.
- **Ghost data archive:** the fastest verified speedrun runs are stored as
  ghosts that other players can load and race against in-game. Ghosts are
  sourced from verified speedrun submissions with server replay validation,
  replay SHA-256, input-stream hash, and checkpoint-state hashes. An out-paced
  ghost record is superseded but retained so the archive keeps the lineage.

## Platforms and Operations

### Display Tech, Performance, Platforms, Cert

- **PC reference target:** 1440p / 60 fps on RTX 4070 + i7-13700K. Ultra preset:
  4K / 60 fps on RTX 4090 + i9-14900K.
- **PS5 / Xbox Series X reference target:** 4K (dynamic) / 60 fps in Performance
  mode; 4K / 30 fps in Quality mode with full Lumen.
- **PS5 Pro reference target:** 4K / 60 fps in Quality mode with full Lumen and
  PSSR upscaling.
- **Xbox Series S reference target:** 1080p (dynamic) / 60 fps; reduced Lumen
  settings.
- **Switch 2 reference target:** Scaled content (no Warzone, no 100-player BR;
  tactical PvP capped at 8v8 — Switch 2 builds strip
  `V4Mode_Tactical_CoDWarzone` and `V4Mode_Tactical_R6Modern` for memory); 1080p
  docked / 30 fps with FSR upscaling.
- **macOS / iPad reference target:** Apple Silicon M2+; 1440p / 60 fps; MetalFX
  upscaling.
- **Steam Deck / Linux:** Proton-verified, 800p / 60 fps Performance preset.
- **Cert:** PS5/PS5 Pro Sony TRC, Xbox Series Microsoft XR, Switch 2 Nintendo
  Lotcheck, Steam Deck Verified, PC GeForce / Radeon driver whitelist.

### Asset Budget and Streaming

- **Install size budget:** ≤ 110 GB on PC at Day-1, ≤ 95 GB on consoles. The
  cook validation fails the build if a platform exceeds its budget.
- **Separable content:** VO language packs are streamable post-install rather
  than bundled, and per-cell content packs are independently installable so a
  storage-constrained player can install, for example, only the cells they play.
  The base install always includes the front-end and at least one cell.
- **Virtual Texture Streaming:** enabled on all World Partition sandbox maps to
  keep texture memory bounded as cells stream in and out.
- **Streaming target:** the streaming pipeline targets ~1.5 GB/s of compressed
  read on PS5-class SSDs; World Partition streams a 3×3 cell ring around the
  player with HLOD for cells beyond.
- **Nanite policy:** hero props, hero environment assets, and statuary use
  Nanite; gameplay-critical destructible meshes (R6 breachable walls, cover) use
  traditional LODs so Chaos destruction and collision stay predictable.

### Day-One Patch, Hotfix, Quick-Resume, Crash Recovery, DRM

- **Day-one patch:** capped at ≤ 6 GB. It carries the launch anti-cheat update
  and the balance pass derived from closed-beta telemetry; content is in the
  base install, not the patch.
- **Hotfix system:** balance numbers and mission tuning live in data tables that
  the patch-service can push live, globally, within 30 minutes of approval, with
  no binary update or client redownload.
- **Quick-Resume:** Xbox Series Quick-Resume is tested across all six launch
  cells; on resume the client revalidates its session token, and RTS matches
  resume paused so a suspended-then-resumed strategy game does not lose state to
  a stale simulation.
- **Crash recovery:** PvE saves auto-snapshot every 60 seconds; after a crash
  the client detects the unclean shutdown on next launch and offers to reload
  the latest snapshot. Crash reports route to Sentry for dedup.
- **DRM:** Steam DRM, EOS DRM, and per-platform store DRM only. No third-party
  DRM such as Denuvo — an explicit decision driven by community trust and
  performance, recorded as a design commitment.

### Engineering Polish

- **PSO pre-cache:** pipeline-state-object pre-caching runs on first launch and
  after every patch install, so the shader set for a session is compiled ahead
  of gameplay and hitching from first-use compiles is avoided.
- **PSO delta report:** every patch maintains a PSO delta report backed by
  shader-stall capture; any missing required PSO entry fails the build.
- **Shader pre-warm:** remaining shader permutations pre-warm in the background
  while the player sits on an idle main menu, using otherwise-spare cycles.
  Shader-warm coverage telemetry reports idle-warm hits divided by shipping
  shader permutations and holds PS5 / XSX at 98% or better.
- **Asset pre-load:** selecting a mission begins pre-loading that mission's
  asset set during the briefing screen, cutting the subsequent load time by
  roughly 25%. Per-cell mission-select pre-load profiles feed adaptive pre-load
  prioritization from the AI Director mission-intent model.
- **Cold-load budget:** PS5 and XSX cold-load p95 must stay at or below 9 s, XSS
  at 14 s, Switch 2 at 22 s, and Steam Deck at 12 s through the performance
  budget-regression CI gate.

### Split-Screen, Couch Co-op, Local Multiplayer, Hot-Seat

- **Split-screen:** all consoles support 2-player split (Tactical Co-op, Wukong,
  Contra) and 4-player split (RTS team, Spec Ops). Split-screen HUDs are laid
  out per viewport count; the renderer drops to a lower dynamic-resolution band
  under split to hold the frame budget. `UV4LocalMultiplayerPolicyLibrary` and
  `DA_LocalMultiplayerManifest` own the launch policy matrix.
- **Couch co-op:** local 2-player Contra is a launch requirement, not optional,
  with screen-edge tethering between players and a launch validation gate in the
  Contra co-op model.
- **Hot-seat:** RTST modes support hot-seat play — one keyboard, players
  alternate at squad-command turns — for the slow-paced, pausable RTST loop. The
  shared turn-order builder assigns the active specialist to `Keyboard.Primary`
  exclusively for each turn.
- **Local LAN:** RTS Skirmish runs over LAN with no backend connection (see the
  Network Quality section); discovery is LAN broadcast, simulation remains the
  25 Hz deterministic lockstep stream, and sessions stay playable offline.
- **Profiles:** each local player can sign in to their own account so
  split-screen progression and cosmetics apply per player, not per console.

### VR and AR Support

- **Launch VR variants:** three curated VR experiences — Splinter Cell VR
  (linear stealth missions), R6 VR (the training range only, for weapon
  handling), and a Wukong VR Boss Room (a single boss arena played in VR).
  Target headsets are PSVR2 and Quest 3; each VR variant has its own comfort
  options (vignetting, snap-turn).
- **Extended VR variants:** `DA_XRExtendedVariants` adds the Splinter Cell VR
  full campaign across all 10 stealth missions and the Wukong VR full boss
  roster across all 30 bosses with boss-scale comfort gates.
- **AR variants:** Vision Pro supports the Contra room overlay at launch and the
  post-launch Vision Pro Tactical Planning Table, a room-anchored Raven Shield
  planning surface for floor plans, breach stacks, waypoint queues, and Go-code
  review.
- **Cross-buy:** owning flat-screen V4 grants the VR and AR variants at no
  additional cost; progression is shared with the flat-screen account.

### Hardware Peripherals

- **DualSense:** per-weapon adaptive-trigger resistance (a heavy trigger pull
  for a high-caliber weapon, a two-stage pull for burst weapons) and haptic
  feedback cues on stance change, hit, and reload. §108 deep tuning is authored
  in `V4/peripherals/hardware-peripherals-deep.json`, mirrored by
  `DA_HardwarePeripheralDeepProfiles`, and expanded through
  `DA_DualSenseWeaponTriggerCurves`, which generates one trigger curve per
  weapon row and adds Stealth heartbeat, ARPG parry tick, and RTS distant-battle
  cell haptics.
- **Xbox Series impulse triggers:** cell-specific impulse-trigger patterns
  mirroring the DualSense feedback set; `DA_XboxImpulseWeaponPatterns` binds
  per-weapon impulse output to weapon-class data.
- **PC gamepad presets:** shipped button-mapping presets for Xbox, DualShock 4,
  DualSense, Switch Pro Controller, 8BitDo, Steam Controller, and Steam Deck, so
  any common pad works without manual remapping; remapping remains available.
- **Flight stick / HOTAS:** supported for the aerial vehicle setpieces (gunship,
  helicopter). `IMC_HOTAS_HeloDoorGunner` adds the tuned helo door-gunner
  profile.
- **Racing wheel:** wheel-and-pedal support for the ground-vehicle missions.
  `DA_WheelCalibrationProfiles` ships Logitech, Thrustmaster, Fanatec, and Moza
  calibration profiles, while `WBP_ForceFeedbackCurveEditor` exposes the
  force-feedback strength curve in settings.
- **Adaptive controller and eye tracking:** `DA_AdaptiveControllerPresets`
  supplies Xbox Adaptive Controller presets and the tactical single-stick
  variant. `DA_EyeTrackingInputAssist` wires Tobii / PS5 Pro camera-aim assist
  and gaze-based UI focus.

### Per-Platform Store Features and Region-Aware Pricing

- **Achievements / trophies:** integrated with each platform's achievement
  system — PSN trophies, Xbox achievements, Steam achievements, Nintendo
  achievements, Apple Game Center, Google Play Games — with a single shared
  achievement design mapped onto each platform's schema. The implementation is
  anchored by `V4/store/platform-store-features.json` and
  `DA_PlatformStoreFeatures`, including PSN Platinum, Xbox 1000 gamerscore,
  Steam, Nintendo, Apple Game Center, and Google Play Games mappings.
- **Store integration:** in-game purchases route through the store-service to
  the platform store of record, honoring per-platform currency and refund rules
  (hard currency is per-platform for this reason).
- **Region-aware pricing:** prices are set per region by purchasing-power parity
  rather than a flat currency conversion. The PPP-adjusted regional pricing
  table is published transparently at `/store/pricing`, including method,
  last-updated time, tax-display mode, and refund-policy link.

## Trust, Safety, and Compliance

### Cross-Platform Social, Reporting, Bans, Appeals

The moderation pipeline runs through moderation-service and is identical across
platforms — a report and a sanction are not platform-specific.

- **Report flow:** a player reports another for cheating, abuse, AFK/leaving, or
  a slur. The report is queued with the last segment of gameplay recording
  automatically attached as evidence, so a moderator has context without the
  reporter assembling it.
- **Report states:** a report moves Submitted → Triaged → (Actioned |
  Dismissed); the reporter receives a notification that an outcome was reached,
  without the specific sanction (to limit retaliation and report-farming).
- **Auto-mute / auto-warn:** flagged speech — caught by on-device transcription
  plus a server-side classifier — can trigger an automatic mute or warning
  without waiting on a manual queue, for clear-cut cases.
- **Ban tiers:** escalating sanctions — Mute (24h / 7d / 30d), Match ban (1 / 7
  / 30d), Cell ban (1 / 7 / 30d, restricting one ruleset), and Account ban
  (permanent). Repeat offenses escalate the tier; severity of the offense sets
  the entry point.
- **Appeal portal:** `support.v4.game/appeal` with case management. Every
  moderation action is logged with actor, target, reason, and evidence (a DSA
  statement-of-reasons requirement); an appeal is reviewed against that logged
  evidence by a different reviewer than the one who issued the action.

### Parental Controls, Age Gating, Time-Played

A parent-managed control surface attached to a minor's account, configured from
the companion app or the web account portal.

- **Age gating:** account creation collects a birth date; an under-13 account
  cannot be created outside the COPPA-compliant family-link flow, and a verified
  under-13 account is routed to a separate restricted-experience build.
- **Time-played caps:** a parent sets a per-day play cap from a fixed set — 15
  min, 30 min, 1h, 2h, 4h, or no cap. When the cap is reached the client gives a
  warning, then ends the session at a safe boundary (match end, not mid-match).
  A weekly play summary is available to the parent.
- **Spend caps:** a configurable monthly hard-currency spend ceiling for
  under-18 accounts; once reached, purchases are blocked until the next month.
- **Communication defaults:** voice chat and text chat are off by default for
  under-18 accounts and require explicit parental opt-in to enable.
- **Purchase restrictions:** under-18 accounts are limited to direct cosmetic
  purchases — V4 ships no random-roll or gambling-adjacent purchase mechanic in
  any region, for any account, so this is a tightening of an already
  loot-box-free store.

### Anti-Cheat

A layered system: a kernel-mode client, server-side validation, and behavioral
analysis. No single layer is trusted alone.

- **Kernel-mode client:** Easy Anti-Cheat is the default kernel-mode client for
  ranked PvP and Warzone; BattlEye is used in regions where EAC is not
  certified. The kernel client gates matchmaking into competitive modes.
- **Server-side validation:** the dedicated server is authoritative for hit
  registration and rewinds opponents for lag compensation (clamped at 300 ms);
  it also sanity-checks that each shot's trace direction is plausible given the
  weapon pose, flagging impossible angles. Ladder and contract leaderboard
  entries are re-validated by replay analysis before posting.
- **Behavioral detection:** statistical models flag inhuman signatures —
  superhuman snap-aim, impossible recoil control, wallhack-shaped visibility
  patterns — and route the account for review rather than auto-banning.
- **Trust score:** each account carries a 0-100 trust score; low-trust accounts
  are matchmade together so suspected cheaters are pooled while a case is built.
- **Ban evidence requirement:** a permanent ban requires replay evidence plus
  telemetry evidence plus manual review — automated detection alone never issues
  a permanent ban. Ban tiers and the appeal portal are specified in the
  Cross-Platform Social, Reporting, Bans, Appeals section.

### Accessibility

- **Subtitles** with size, color, background opacity, speaker indicators.
- **Colorblind modes** (Protanopia, Deuteranopia, Tritanopia, monochrome) for
  all HUD, all minimaps, vision-cone overlays.
- **Aim assist** tunable (sticky aim, slowdown, lock-on; opt-out for competitive
  PvP).
- **High-contrast mode** for all HUDs.
- **Audio cues for stealth** — separate cue toggle for footsteps, alarm,
  body-found, NPC-investigating.
- **One-handed control schemes** — toggle for major actions.
- **Cognitive-load options** — auto-clear minimap clutter, simplified UI mode,
  slow-mo difficulty for ARPG.
- **Difficulty toggles** for ARPG that don't lock achievements (Wukong
  parry-window expansion, infinite stamina, infinite Will).

### Localization, Voice-Over, Region Rating Variants

- **Full VO:** 12 languages at launch — English, Latin American Spanish,
  European Spanish, Brazilian Portuguese, French, Italian, German, Russian,
  Japanese, Korean, Simplified Chinese, Traditional Chinese. All 12 delivered is
  a launch exit criterion. VO packs are streamable post-install so a player
  installs only their language.
- **Subtitle-only:** 14 further languages get UI and subtitle localization —
  Polish, Turkish, Arabic, Dutch, Czech, Hungarian, Vietnamese, Thai,
  Indonesian, Greek, Hebrew, Ukrainian, Romanian, Swedish.
- **RTL and font coverage:** Arabic and Hebrew get right-to-left UI mirroring;
  every supported script has font coverage validated by the asset linter, which
  fails the build on a missing localization key or glyph.
- **Translation workflow:** strings live in per-cell namespaces and string
  tables; translators work in a CAT tool (Crowdin or Smartling) against a
  per-language glossary and style guide so terminology is consistent within and
  across cells.
- **Region rating variants:** content variants built to satisfy regional ratings
  — Germany (gore reduction), Japan (mild gore reduction), Australia (certain
  weapon names changed where required), China (a PRC-compliant variant per the
  compliance plan). The variant is selected by storefront region; the
  rating-variant set passing is a launch exit criterion.

### Telemetry, Analytics, Balance

- **Event schema:** a typed event for every gameplay verb — match start/end,
  player move, fire, death, objective complete, ability use, plus per-mode
  events (RTS build, ARPG parry success) and monetization events. Every event
  carries a match id, an actor, and a timestamp so events join into a match
  reconstruction.
- **Batched sender:** the client buffers events in a 256 KB queue and flushes
  every 30 seconds or on buffer-full. If the network is down the queue persists
  to disk and retries on reconnect, so offline play is not lost from analytics.
- **Ingest and store:** telemetry-ingest writes batched events to ClickHouse;
  Grafana dashboards query it per cell, per region, and per mode — balance
  metrics, time-to-objective, kill/death ratios, ladder MMR distribution,
  build-order popularity. Balance dashboards drive automated outlier alerts.
- **Public balance ledger:** a weekly public publication of every unit,
  operator, and weapon change — what was buffed or nerfed and the telemetry that
  justified it — so the community can audit balance decisions rather than guess
  at them.

### Compliance Deep Dive

Privacy and platform-regulation obligations; all compliance gates green is a
launch exit criterion.

- **GDPR DSAR:** a data-subject access request, filed at the DSAR portal
  (`support.v4.game/dsar`), is fulfilled within 30 days as an automated export
  of the account's data to a JSON archive.
- **CCPA right-to-delete:** a deletion request purges the account's personal
  data within 45 days; the request and its completion are logged.
- **DSA (EU Digital Services Act):** transparent moderation reporting, the
  appeal portal, and a statement-of-reasons logged for every moderation action
  so each sanction has a recorded, appealable justification.
- **COPPA:** verified under-13 accounts run a separate restricted-experience
  build with communication and social features disabled.
- **Sub-processor registry:** a public registry of data sub-processors at
  `legal.v4.game/processors`, kept current as contracts change, with per-region
  opt-in subscriber notices sent within 30 days of each material update.
- **DPIA:** a data protection impact assessment is maintained for each AI
  feature — auto-moderation, behavioral cheat detection, and AI-generated
  commentary — documenting what data the feature uses and why. DPIA summary
  cards are published at `legal.v4.game/dpia` and refreshed annually.
- **Data residency:** account data is hosted in-region — EU data in the EU, PRC
  data in the PRC, US data in the US — to satisfy per-region residency rules.
- **Per-jurisdiction notes:** `legal.v4.game/privacy/regions` publishes notes
  for EU, UK, US state notices, Brazil LGPD, Japan APPI, South Korea PIPA, India
  DPDP, and China PIPL.
- **DPIA summary cards:** the public summary-card registry links the AI
  commentary, behavior detection, and auto-mod DPIAs to their annual refresh
  dates and source documents.
- **Per-region feature flags:** compliance runtime resolves regional defaults;
  for example China defaults voice chat off, while CN, KR, and IN use
  cosmetic-only economy rules.
- **Right-to-be-forgotten replay scrubber:** replay deletion scrub removes a
  deleted account's pawn/account identifiers from cloud replays and keeps match
  playback visible with `Skin.Anonymous.DeletedAccount`.

### Customer Support, Community Ambassadors, Hall of Fame

- **Customer support:** 24/7 support in the 12 launch VO languages, reachable
  through a web ticket portal and an in-game help surface that can attach the
  player's recent session context to a ticket. Support staffing in 12 languages
  is a launch exit criterion. The support-service also hosts an FAQ search,
  Sophia-grounded in-game help answers with wiki / FAQ citations, Tier-2
  escalation for technical, account, and billing issues, p50 / p95 SLA reporting
  by tier, the public refund policy at `legal.v4.game/refunds`, and regional
  support hours for NA, EU, JP, KR, CN, LATAM, ANZ.
- **Community Ambassador program:** a recognition and tooling program for
  top-tier volunteer moderators, educators, and content creators, giving them
  early information and elevated community tools in exchange for community
  stewardship.
- **Hall of Fame:** lifetime esports champions are enshrined permanently, each
  with a commemorative cosmetic banner displayed in the Battle Hub lobby world.
  The 2026.1 induction policy includes per-cell criteria such as
  `TwoTournamentMajorWins`, Grandmaster plus Major Top-4 RTS evidence, and
  post-launch ARPG world-first boss kills; a public community-veto process
  protects controversial inductions; `LifetimeAchievement.CommunityOrganizer`
  and `LifetimeAchievement.Creator` categories honor non-player contributors;
  and every inductee receives one-of-a-kind banner art commissioned for their
  permanent Battle Hub display.

### Balance Operations

How balance is governed and communicated, paired with the public balance ledger
in the Telemetry, Analytics, Balance section. The canonical operations payload
is `V4/balance/balance-operations.json`, surfaced publicly at `/balance-ledger`
and mirrored to the internal balance operations workspace.

- **Designer's Tier List:** the design team maintains an internal tier list and
  publishes it openly as the "Designer's Tier List" — explicitly framed as one
  view, the designers', so it informs the community without dictating a
  consensus.
- **Matchup chart:** published winrate matrices — operator-vs-operator,
  faction-vs-faction, civ-vs-civ — derived from ladder telemetry, refreshed on
  the balance cadence.
- **Public frame data:** the ARPG cell's frame data — parry windows, dodge
  i-frames, attack startup / active / recovery — is published as public
  knowledge rather than left for the community to data-mine, consistent with the
  cell's learnable-by-design intent.
- **Cadence:** balance changes ship through the data-table hotfix channel, with
  a notable balance pass at the season mid-point (day 45); every change is
  recorded in the public balance ledger.

## Narrative and Extras

### Per-Character Side Stories and Operator Briefings

- **Operator briefing dossier:** every one of the 34 canonical shared operators
  has a 1500-word in-fiction backstory, sketch art, voice-actor and
  mocap-performer credits, a signature line, and theme-music attribution. The
  dossier unlocks alongside the operator and is the canonical prose source — the
  per-operator 12-page origin comic adapts and illustrates this same backstory
  rather than introducing separate canon.
- **Side stories:** a 6-mission narrative arc for each of the top 8 fan-favorite
  operators in the launch fan-favorite slate. A side story plays in its
  operator's home cell and is gated behind that operator reaching a modest
  level, so it reads as a reward for investment in the character.

### Per-Operator Rivals, Relationship Matrix, Cross-Cell Timeline

- **Rivalry pairs:** every operator is assigned 1-3 rivals across the roster.
  When two rivals are on opposing sides of a match they trigger a banter intro;
  the match end can play a short rivalry cinematic, and rivals carry exclusive
  voice lines aimed at each other.
- **Rivalry runtime:** `DA_OperatorRivalries` locks the 31 reciprocal matchup
  pairs derived from the 34-operator roster. `DA_RivalryVoiceLineLibrary`
  provides four exclusive VO ids per pair, while `DA_RivalryPostMatchCinematics`
  exposes the short post-match Sequencer cinematic ids used after rivalry wins.
- **Relationship matrix:** the full set of rivalries (and allegiances) is
  presented as a browsable relationship matrix in the Codex, so a player can see
  how the roster interconnects.
- **Cross-cell timeline:** one canonical timeline placing every campaign mission
  — across all cells — in chronological order relative to the others, viewable
  in the Codex. It makes the Shadow War's cross-cell structure legible: a Hitman
  assassination, a CoD battle, and an RTS invasion sit on one line.

### Persistent World Economy, NPC Schedules, Crime Rate

- **Persistent world:** Hitman sandbox maps carry limited persistent state
  between runs in Story mode — a killed story target stays dead, a disabled
  hazard stays disabled — so a player's mark on a map endures. Quick Mission
  resets the map to a clean state each run so it stays freely replayable.
- **NPC schedule registry:** the daily schedules of named sandbox NPCs are
  discoverable in the Codex once observed in-mission, turning schedule-learning
  into a collectible meta-layer for social-stealth players.
- **Crime rate dashboard:** a per-Hitman-map dashboard aggregates the whole
  community's kill counts over a season and renders them as a heat-map of the
  level, showing which rooms and methods the playerbase favors.
- **Seasonal world economy:** `V4/stealth/hitman/persistent-world-economy.json`
  extends the launch persistent-world manifest with cross-map seasonal
  kill-count rankings, a most-targeted NPC leaderboard, quarterly schedule
  rotation variants, and read-only wiki publication at `/wiki/world-state` and
  `/api/public/wiki/world-state`.
- **Cross-cell leaks:** authored world-state hooks such as
  `WorldState.Hitman.MansionParty.TargetA.ToCoDBlackoutBranch` let a Hitman
  assassination unlock a CoD campaign narrative branch before mission load,
  keeping the live seasonal state visible without making deterministic combat
  depend on live telemetry.
- **Persistent world deep ripples:**
  `V4/world-state/persistent-world-economy-deep.json` and
  `V4/wiki/world-state-ripple.json` add `/wiki/world-state-ripple` for
  Hitman-to-CoD objective changes, RTS-to-Wukong lore lifts, the 100k Hitman
  kills community news trigger, companion app event-state publication, and the
  Vanguard/Swarm faction-balance long arc.
- **World Boss + Community Raid:** `world-boss-community-raid.json` adds the
  seasonal Eclipse Leviathan world-boss raid through
  `DA_WorldBossCommunityRaid`, `DT_WorldBossRaidEvent`, and
  `DT_CommunityRaidProgressEvent`; async community damage and relic-recovery
  progress publish to `/wiki/world-state-ripple`,
  `/api/public/wiki/world-state-ripple`, and the companion world surface.

### Director Commentary, ADR, Origin Comics, Cinematography Library

- **Director commentary:** an optional commentary audio track over all major
  cinematics, unlocked when the relevant campaign is completed. With commentary
  on, the developers' track replaces or ducks the scene audio; it is purely
  additive bonus content.
- **Post-launch commentary expansion:** `director-commentary-expansion.json`
  adds `MissionDesignerCommentaryTracks` for every tactical-cell mission and
  Hitman sandbox, `ComposerCommentaryInterviews` for all eight composers, and
  `MocapActorCommentaryReflections` for the top-eight fan-favorite operators.
  Replay commentary is toggled in-game per mission replay; composer interviews
  unlock through Operator XP plus assigned-cell completion; mocap reflections
  appear inside the operator dossier.
- **Experimental commentary formats:** `director-commentary-extended.json` adds
  `DeveloperStreamArchive` quarterly Q&A streams in the Codex media archive,
  `OperatorNilInterviews` for all 34 launch operators in the dossier, and a
  one-off `ComposerLivePerformanceBroadcast` surfaced by
  `BattleHubComposerLivePerformance` in the Battle Hub concert stage.
- **Karaoke Rhythm Mode:** `karaoke-rhythm-mode.json` adds Yakuza-style karaoke
  through `DA_KaraokeRhythmMode`, three original stream-cleared rhythm charts in
  `DT_KaraokeRhythmCharts`, and `KaraokeBeatMatchingStation` for Battle Hub
  beat-matching in `Lobby.BattleHub.Zone.Music`.
- **Arcade Mini-Game Suite:** `arcade-mini-game-suite.json` adds two Battle Hub
  pinball machines plus air hockey, mini-golf, darts, pool, and cooking through
  `DA_ArcadeMiniGameSuite`, `DT_ArcadeMiniGames`, and
  `BattleHubArcadeMiniGameSuite` placements in `Lobby.BattleHub.Zone.Arcade`.
- **ADR packs:** alternate-dialogue-recording packs offered as DLC, swapping a
  cinematic's dialogue track for parody or community-remix purposes; the visuals
  are unchanged.
- **Origin comics:** a 12-page comic per operator, unlocked through Operator XP
  and read in an in-game viewer. The comic is an illustrated adaptation of that
  operator's 1500-word briefing dossier (see the Per-Character Side Stories
  section) — the same canon, not a separate one.
- **Cinematography library:** a set of replay-camera presets, each reproducing
  the camera language of one inspirational source (handheld combat-cam, RTS
  sweeping overhead, slow cinematic dolly), selectable in the replay viewer.

### AI-Generated Commentary, Highlight Reel, Per-Match Analysis

End-of-match generated content, built on the Calliope commentary stack from V1.
These are AI features and are covered by a DPIA (see the Compliance Deep Dive).

- **AI commentary:** at match end the system synthesizes a short voiced
  highlight package with per-team analysis — naming the decisive plays and
  turning points — over an auto-cut clip reel.
- **Highlight reel:** the reel is auto-cut from the match replay by scoring
  moments (kills, objective captures, clutch saves) and stitching the top
  segments; the player can save or share it.
- **Per-match analysis:** a structured post-match breakdown that calls out
  specific mistakes and pairs them with a "what went well" segment, so the
  feedback is actionable rather than only a score screen.
- **Live spectator commentary:** `live-ai-commentary-expansion.json` adds a live
  in-match track to spectator broadcasts through `DA_LiveAICommentaryBroadcast`
  and `UV4LiveAICommentaryBroadcastService`. Each supported cell uses a two-host
  play-by-play plus color model with distinct Calliope personas: sober analytic
  tactical-FPS, RTS macro/micro economy and skirmish split, RTST theatre-of-mind
  narration, Wukong mythic narration, and Contra arcade-host hype.
- **Multilingual and bias review:** Calliope live output is configured for all
  12 launch VO languages. `BiasReview.AICommentary.Live` reviews generated lines
  for player gender, region, and playstyle bias before broadcast and blocks
  unreviewed output.
- **P3 commentary extensions:** `ai-generated-commentary-extended.json` and
  `DA_AIGeneratedCommentaryExtended` add opt-in personal voice-clone commentary
  with player plus friend consent, revocation checks, watermarking, and
  provenance; 10-minute post-season AI podcast recaps per launch cell; and
  native-speaker localization nuance review for the 12 launch VO languages.
- **Opt-out:** AI-generated commentary and analysis can be disabled in settings
  for players who prefer a plain results screen.

### Real-World Brand Partnerships, Celebrity Guests, Venue Tie-Ins

- **Brand partnerships:** partnerships are curated and creatively motivated,
  never reactive paid placement — for example, a heritage firearms manufacturer
  collaborating on accurately rendered weapons for the tactical campaign. A
  partnership is treated as a content collaboration with a creative brief.
- **Partnership-curation board:** Year-1 paid collaborations pass through an
  internal board with creative-director veto, public policy at
  `legal.v4.game/partnerships`, Codex disclosure for material partnerships, and
  an off-limits brand list covering tobacco, gambling-adjacent, and politically
  aligned brands.
- **Celebrity guests:** limited-time playable celebrity operators, each with NIL
  (name/image/likeness) clearance, recorded voice-over, and a mocap performance.
  They are time-boxed guest content and do not become part of the permanent
  competitive roster.
- **Venue tie-ins:** licensed high-fidelity recreations of real-world venues in
  select maps, used only with full permission and a revenue-share agreement with
  the venue holder.
- **Year-2 partnership stretch:** `brand-partnerships-extended.json` adds an
  optional IP-cleared cross-IP guest operator, one annual real-world event
  tie-in with sponsor placement blocked, and a cause-led cosmetic that routes
  100% of proceeds through the store ledger with public impact reporting.

### Production: Studio Ops, Mocap, VO, Composer, Licensing, Stunt

- **Mocap:** a booked mocap volume captures all principal performances — facial,
  full-body, and hand capture on stage — feeding the MetaHuman pipeline for
  principal characters.
- **Voice-over:** recorded in the 12 launch languages under full union contracts
  per region, with a per-language casting and direction pass.
- **Composer roster:** a per-cell theme composer so each cell has its own
  musical identity — orchestral for R6, bombastic action for CoD,
  orchestral-erhu fusion for Wukong, cinematic strings for RTST, modular cell
  music for RTS, synth-rock for Contra.
- **Stunt coordinator:** a stunt coordinator stages the mocap action sequences
  so combat and setpiece motion read as physically credible.
- **Launch studio-ops baseline:** `V4/ops/studio/studio-ops-baseline.json` binds
  the booked mocap window, 12-language VO waves, composer delivery cadence, and
  wellness policy into one launch-readiness artifact. No mandatory crunch is
  permitted; the baseline includes written overtime approval, comp-time, an
  anonymous reporting channel, a remote counselling stipend, confidential
  sessions, structured interview rubrics, pay-equity review, and quarterly
  sensitivity-scope refresh.
- **Post-launch wellness operations:**
  `V4/ops/studio/post-launch-wellness-operations.json` publishes the
  no-mandatory-crunch policy, schedules a quarterly crunch audit by an external
  reviewer, staffs an on-staff mental-health counsellor, keeps the remote
  counselling stipend active, refreshes sensitivity reading quarterly, publishes
  DEI hire/retention metrics with an annual external audit, and enforces an
  on-call rotation with mandatory comp time after on-call week.
- **Sensitivity reading:** a sensitivity-reading pass covers historical-civ
  representation (RTS Historical) and cultural representation (Wukong's mythic
  source, the Desperados Wild-West frontier, Commandos WW2 including German
  depictions, and Hitman's real-world-inspired locales).
- **IP / NIL / Licensing:** every reference to a real individual, brand, or
  location carries explicit clearance in the §81 register; placeholder names in
  this document remain non-shipping shorthand unless separately locked there.

### Companion App, Public API, Wiki, Roadmap

- **Companion app:** an iOS and Android app (`apps/v4/companion/`, React Native)
  carrying seven launch surfaces — loadout planner, contract briefing, replay
  viewer, news, friends, store, and push notifications. A player can plan a
  loadout or brief a Hitman contract away from the console; changes sync to the
  account. Push opt-in is per channel: patch notes, esports, friend online,
  sale, and contract refreshed. Year-2 scope adds an AR replay viewer that
  projects the `Upper Final R3` tactical-FPS sequence onto a detected flat
  surface on iOS and Android.
- **Public API:** a rate-limited, OAuth-authenticated public API exposing match
  history, replay download, the balance ledger, and the esports calendar, so
  community sites and tools can build on V4 data. The public content network
  defines a free 60 req/min tier, a creator 600 req/min tier, an OAuth app
  registration portal at `/developers/oauth-apps`, and a GraphQL endpoint at
  `/api/public/graphql`; REST v1 routes remain as compatibility shims for one
  major version.
- **Wiki:** a community-editable wiki at `wiki.v4.game` with anti-vandalism
  controls (revision history, rollback, edit moderation), top-100 high-traffic
  page protection, and a community-moderator role with rollback authority.
  Sophia-grounded per-page summaries are cited, disabled by default, and only
  returned after `x-v4-ai-summary-opt-in: true`.
- **Roadmap:** a public roadmap, served by roadmap-service, showing content as
  delivered, in-flight, or planned, refreshed weekly as the target cadence (the
  cadence demonstrably lapsed for two cycles in 2026-05/06 — documented in
  `V4/roadmap/public-roadmap.json` `cadenceLapses` — so the weekly refresh is a
  commitment with a lapse-recording mechanism, not an unconditional guarantee);
  Season 1 and Season 2 content being visible on it is a launch exit criterion.
  Planned items without scheduled windows accept account-bound upvotes, and one
  verified quarterly community pick is promoted to in-flight. JIRA and Linear
  delivery state now feeds automatic in-flight to delivered projections once
  linked work is done and the release gate is green.
- **Cross-surface SSO:** the companion app, wiki, roadmap, spectator portal, and
  OAuth app portal share one `v4-account` login with per-surface idle and
  absolute timeout policies captured in
  `V4/content-network/cross-surface-content-network.json`.
- **Final polish and sunset:** `V4/release/final-polish-readiness.json` reviews
  every P3 stretch section, closes deferred polish with zero open items, and
  defines the year-5 service sunset plan from `2026-10-01` to `2031-10-01`. The
  plan preserves offline mode, account/replay export windows, platform-compliant
  entitlements, privacy deletion SLAs, post-shutdown support, and public archive
  snapshots.

### Loading, Splash, Tips, What's New, Notifications

- **Loading screens:** per-cell loading art with a curated, rotating tip set
  scoped to the cell being loaded, so tips are relevant to what the player is
  about to do. `DA_LoadingScreenLibrary` ships six cell screens and localized,
  weighted tips with a no-repeat window.
- **Splash:** a renderer-budget-aware video splash whose Low / Mid / High Bink
  variants are selected from platform, GPU class, video memory, HDR, and thermal
  state so it does not stall a low-end boot.
- **What's New:** a first-launch-after-patch modal shown after a patch,
  summarizing the patch's content and balance changes; it persists the seen
  patch version and does not reappear that patch.
- **Notifications:** in-game toast notifications for events (friend online,
  contract complete, season ending) and push notifications on the companion app,
  both honoring the account's communication preferences. The companion push
  templates provide concise deeplinked examples for each opt-in channel.

## Launch

### Launch Readiness

- **Closed Alpha** at launch-day-minus-12-months: 5000 players, NDA.
- **Closed Beta** at launch-day-minus-6-months: 50k players, NDA.
- **Open Beta** at launch-day-minus-2-months: open enrollment, no NDA.
- **Soak test** at launch-day-minus-7-days: 200k players, EU+NA, full
  matchmaking, cell-rotation across all six launch cells.
- **Day-1 patch** ≤ 6 GB.
- **Watchtower team** for the first 30 days: 24/7 in-engine support, hot-fix
  turnaround ≤ 60 minutes for ranked-blocking bugs.

### V4 Exit Criteria

The conditions for V4 to be considered "launched":

- All six launch cells deliver their **feel tests** green on the merge commit.
- **No 'coming soon'** screens anywhere in the shipping client.
- **All 12 VO languages** delivered.
- **Day-one cert** passed on all 9 platforms (Win, PS5, PS5 Pro, Xbox Series
  X|S, Switch 2, macOS Apple Silicon, Linux Steam Deck Verified, iPad Pro,
  Android tablet).
- **All advertised modes** available on all advertised platforms with no
  platform-exclusive content beyond cosmetic.
- **Crash dedup dashboard** shows < 0.1% crash rate over Open Beta.
- **Matchmaking p99** ≤ 35 s under 5× expected launch concurrency in staging.
- **Anti-cheat live** with a verified ban roster.
- **Customer support staffed** in 12 languages, 24/7.
- **Public roadmap published** with Season 1 + Season 2 content visible.
- **All compliance gates green:** GDPR, CCPA, COPPA, DSA, region-rating
  variants, sub-processor registry, DPIAs.
- **Esports calendar published** for first 12 months.
- **Workshop / mod platform** live with launch-day creator partnership.
